Esoteric Update #282 - The Final Map, Fog Of War, Doors


Alright, I'm doing an early update because I don't feel quite right, and I might as well do this now and devote tomorrow to working on the game instead.

As usual, I worked a little bit on fixing errors, this time managing to track down some issues with the Index using the (relatively) new and improved error reporting functionality. I poked at a few more things here and there, but I've just focused on two things.

The first revolves around the disambiguation of player choices in cases where the emotional tone matters and the disambiguation of truthful statements from lies. The discussion around this can still be seen on our Discord, but I'll show this off a bit more after I add it to the intro.

The second involves working on the map, and a few things have been done here. Firstly, the map is now fully detailed. Here we can see the new map:


And the old map for comparison (this is the map that was lost):


It's weird to think, but having a chance to redo the map led to a much better final version, and as such, I am oddly glad that the whole situation happened? I don't know. But that's how it feels. (And yes, the ink blots are gone; that's not an accidental omission.)

In addition to the details we see above, the map now has electrical and water details. These features are available from those two icons on the left. You can mouse over them to make the details appear temporarily or click on them to "lock them in" on the map. The choices persist. Hovering over either of the buttons also hides the navigation helpers.


I've also begun working on the doors, and so far, the following features are done:

  • Doors have a visibly distinct closed and open state;
  • Mutable elements of the map (this includes but is not limited to the doors) play well with the fog of war: the map will only reflect changes the player character has confirmed visually;
  • Doors block line of sight and movement, and affect the propagation of sound (noises can still permeate through doors);
  • Doors can be opened and closed (though this must be done from the console, for the moment).


The next step is to make a UI for the doors, so that they can be opened and closed. In the future, the same UI will handle locking and unlocking doors.

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