dop2000
I was originally experimenting with a system like that, but it doesn't hide the walls, which is pretty critical for a dungeon crawler. The tile-based FOW is definitely the effect I'm trying to capture. Is there a way to improve the picking process to reduce errors? I know there has to be a solution because I've seen it done in games like Rogue Fable III.
[EDIT] A tried experimenting with a FOV mask with shadow casting and the pixelate effect to simulate tile-based FOW, but it's just really not the effect I'm trying to capture. Is there any way I could have line of sight to a wall but not through the wall? Because I could easily work around that if there was a method for it.
[EDIT-2] Another solution would be if there was a way for each wall tile to pick the lightest adjacent FOV tile. It might cause occasional errors were certain wall tiles are being highlight when they shouldn't be, but I'd take it.