Creative Director Igor explains the fog of war mechanics in Forged of Blood:
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Thanks Farflame!Fog of War. What is it good for?
Hey everyone,
I’ve been super lax with these updates – the schedule is getting tighter and the pressure is definitely on to get Forged of Blood over the last few months here. However, we do have a cool new update to share so here we go:
Over the last couple years, we’ve had some hazy discussions internally over the implementation of a Fog of War system in Forged of Blood. Should we? Would we? Could we? It was one of those things that we unanimously agreed that we “would” with the “should” and “could” of all up in the air until we’ve developed the rest of our mechanics.
Early on in the development process, we had designed the basic tactical mechanics around the idea of being able to survey the battlefield and the enemies in it right away (this goes back to the “meaningful choice” design pillar we chose). Over innumerable playtests in the last couple years, the tactical game loop had largely revolved around two steps:
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- Scrolling around the map to find the enemy spawn.
- Reacting and moving units accordingly.
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