Unexplored Area Mask

So I’ve been grappling my head over this for some time… how do you make an “unexplored” area type mask over a large 2D map.

I’ve seen what I presume to be something similar, a texture that is slowly “wiped away” like the puke-minigame in “Dumb Ways to Die” as, I believe, you’re just setting the Color to completely transparent but… how?

You put a larger, dark layer on top of something. As you explore it, pieces become transparent (or are removed/inactive) but… again, how?

If it’s a ton of smaller textures, then you’re drawing (I presume) a whole lot of black opaque sprites on the screen. If it’s larger sprites, then as view is explored / expanded, it will look chunky as heck.

Any ideas for this? General idea on how to implement it? I’m not begging for someone to develop my game (I have issues with some posts around here…) but seriously stumped how to implement this. Just an idea, I can figure out the details pretty sure.

You could modify the black cover texture with the Texture2D.SetPixel method to change the desired pixel areas to transparent.

Mmmmmmmm I had no idea there was even such a method. I’ll have to give it a look, thank you! Other ideas welcome too :slight_smile: