Trick of the Light - An experiment in unshared fog of war

Trick of the Light is an experiment in strategic game design based on imperfect information in a unique 'unshared' fog of war setting: instead of all units on a team sharing their vision telepathically over any distance, they can only see what's around them at any given moment. A hybrid of real-time-strategy, RPG and roguelike genres, the game challenges players to maintain an expansive base system without being able to see anything beyond their own limited vision radius. All units, allied or enemy, maintain private memories about what they have seen, and must directly exchange information to keep up to date. The player acts as commander, making decisions and giving orders while dealing with adversaries, sabotage and misinformation. This project was accepted as a master's thesis work after having been a pet project for years, with most of the academic work being upgrading it from its ascii state to a playable version and testing to see how players would react to its novel mechanics and themes.

Status: Suspended for now. It currently only has placeholder art assets scrounged from free providers online, and the visual / rendering / UI aspects are still very much up in the air for a rework or overhaul. Adding in new units / items / status effects / behaviours is easy, streamlined and potentially open for modding, but the main objectives now would be adding tutorials for some of the more in-depth mechanics and ensuring players understand what's going on around them when the theme of the game is to predict what's happening beyond what they can see. Working nearly the entirety of the thesis on graphical-related design at the very least has taught me that my SDL 'art' isn't going to work for the level of detail I'd need to fully show what the characters are doing / thinking.



Play it yourself (~20-30 minute tutorial level):
Download the zip file here (90 mb)
Unzip the file
Look inside for the Trick of the Light.exe shortcut and start that
Wait a few seconds for it to load then follow the in-game instructions
Ignore the debug screen in the back, if an error occurs it will say what happened

Theres also the written portion of the thesis here, in case you enjoy reading 150 page design documents. Just the first 3 page inroduction gives a good background and buildup to the project like the first paragraph above, I won't quiz you on the rest of it.

I'm able to give a link to the full repository if you want to look further into it, and / or I can explain every little bit of it from creation to challenges to design choices, just shoot me an email.