English review commentary describing enemy vision cones as visible fields of vision and explaining that staying inside them too long leads to detection.Visual reference from Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? at 3:02-3:20English gameplay footage showing the green enemy vision cone projected across the ground after the tutorial overlay is no longer on screen; used for overview, geometry, and inspection examples.Visual reference from Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? at 3:20-3:50English gameplay footage showing an enemy sight cone clipped by nearby walls, roofs, and level geometry; used as evidence for environmental occlusion behavior.Visual reference from Osaka Castle Mission 1 - Shadow Tactics-Blades of The Shogun (Hardcore) at 10:50-11:10English gameplay footage showing yellow question mark icons above guards during investigation/suspicion after a distraction; used as evidence for the suspicion overhead icon state.Visual reference from Shadow Tactics Blades of the Shogun PC Gameplay Imai Town at 1:19:50-1:20:10
Materials v

Enemy Vision Cones

Shadow Tactics: Blades of the Shogun cover

Shadow Tactics: Blades of the Shogun

Status
Released
Year
2016
Genre
Indie, Strategy
Platforms
Windows, macOS, Linux

1. Summary

A world-space tactical HUD overlay that renders semi-transparent, two-zone vision cones projecting from each enemy's facing direction onto the ground plane. Players inspect enemy fields of view by right-clicking, revealing cone geometry that dynamically responds to enemy head-turning, patrol movement, and environmental occlusion (walls, fences, rocks). The cones communicate safe vs. danger zones and serve as the spatial carrier for detection state colors (green/yellow/red).

Overview

Overview

Enemy Vision Cones are the foundational tactical overlay in Shadow Tactics: Blades of the Shogun. They project semi-transparent field-of-view shapes onto the ground plane from each enemy’s facing direction, communicating where the enemy can see and how detection will build if a character enters the watched area.

Gameplay frame showing a green enemy vision cone projected across the ground

Vision Cone Geometry

Each vision cone is a semi-transparent wedge projected from the enemy’s position onto the ground plane. The cone is divided into two distinct visual zones:

Inner Zone (Solid Fill): A darker, solid-colored region closest to the enemy character. This represents the primary detection zone — standing characters within this area trigger detection buildup.

Outer Zone (Striped/Hatch Pattern): A lighter region with a striped or hatched texture extending further from the enemy. Crouching characters remain undetected in this zone, providing a tactical margin for stealth movement.

Close gameplay crop showing the green cone's solid inner region and striped outer region

Environmental Occlusion

Vision cones are dynamically clipped by environmental geometry. Walls, fences, rocks, buildings, and carts all block the cone’s projection, creating irregular polygon shapes and blind spots behind obstacles. This is a core tactical element — players exploit these occlusion-generated blind spots to move characters safely.

Gameplay frame showing a vision cone clipped by nearby walls and structures

Inspection via Right-Click

Players can right-click (MOUSE R) on an enemy to select them and inspect their field of view. This action highlights the inspected enemy and confirms which cone is being evaluated, allowing the player to observe how the visible sight area relates to the enemy’s position and facing direction.

Selected guard and active view-cone inspection during gameplay

Dynamic Cone Rotation

Enemies physically turn their heads during patrol, and the vision cone smoothly rotates to match their facing direction in real-time. This creates a dynamic, living field of view that players must account for when timing movement through guarded areas.

Detection Color States

The vision cone’s fill color transitions dynamically based on the stealth detection state:

State Cone Color Overhead Icon Meaning
Undetected Green Eye icon (passive) Safe — no detection in progress
Suspicion Yellow fill Yellow question mark Detection buildup or investigation — enemy is reacting to suspicious input
Alert Red Red exclamation mark Full detection — alarm triggered
Gameplay frame showing yellow question marks above guards during investigation

The yellow detection buildup begins as a fill animation that progresses from the enemy outward through the cone. If the yellow fill reaches the player character, full detection occurs and the cone turns red.

Relationship to Detection Feedback Overlay (ui_13)

Enemy Vision Cones (ui_11) and the Detection Feedback Overlay (ui_13) are tightly coupled:

  • ui_11 defines the geometric shape, zones, environmental interaction, and inspection mechanic of the cone itself
  • ui_13 defines the color states (green→yellow→red) and overhead icons that communicate detection progress

The vision cone is the spatial carrier for detection feedback — the color transitions described in ui_13 are rendered directly onto the cone geometry defined in ui_11.

Job Story

When I am planning a stealth approach through a guarded area, I want to inspect each enemy's field of view to identify safe movement paths and blind spots, so that I can position my characters without triggering detection.

Classification

  • diegesis: Non-diegetic
  • functional_type: HUD

Wireframe

┌──────────────────────────────────────────────┐
│              ISOMETRIC GAME VIEW              │
│                                              │
│            ┌─────┐                           │
│            │ EYE │  ← Eye icon (toggleable)  │
│            └──┬──┘                           │
│               │                              │
│            [ENEMY]                           │
│            /     \                           │
│     Inner /  Outer\  ← Two-zone cone         │
│     zone /   zone  \    projected on ground  │
│    (solid) (striped)                         │
│          /         \                         │
│         /           \                        │
│        /             \                       │
│                                              │
│  ENVIRONMENT BLOCKS:  ┌──────┐               │
│  Cone truncated at →  │WALL  │← occlusion    │
│  solid objects        └──────┘   edge         │
└──────────────────────────────────────────────┘

Ground-plane projection layout:

  • Cone originates from enemy position, fans outward in a wedge shape
  • Inner zone: solid, darker green fill (primary detection zone)
  • Outer zone: lighter green with striped/hatch pattern (safe when crouching)
  • Cone is dynamically clipped by environmental geometry (walls, rocks, fences, buildings)
  • Cone rotates in real-time as enemy turns their head during patrol

Components

  • Vision Cone Geometry — Semi-transparent wedge projected onto the ground plane from the enemy's facing direction. Composed of two visual zones:
  • Inner Zone (Solid Fill): Darker, solid-colored region closest to the enemy. Standing characters in this zone trigger detection buildup (yellow).
  • Outer Zone (Striped/Hatch Pattern): Lighter, patterned region extending further from the enemy. Crouching characters remain undetected here.
  • Environmental Occlusion Edge — The cone's outer boundary is dynamically clipped at solid environmental objects (walls, fences, rocks, buildings, carts), creating irregular non-symmetrical polygon shapes rather than perfect wedges. Blind spots form behind obstacles.
  • Eye Icon Indicator — A small stylized eye icon appears near the enemy when the player selects/right-clicks them to activate vision cone visualization. The icon persists while the cone is displayed. Its color may indicate the enemy's current detection state.
  • Cone Rotation Animation — The cone smoothly rotates as enemies physically turn their heads during patrol. Players observe real-time field-of-view changes as enemies scan their surroundings.
  • Detection Color Overlay — The cone's fill color transitions dynamically based on the stealth detection state (detailed in ui_13 Detection Feedback Overlay):
  • Green = Undetected (default)
  • Yellow fill = Detection buildup (player is inside detection zone)
  • Red = Full detection/alert
  • Overhead Suspicion Icon — A yellow question mark (❓) appears above the enemy's head during investigation/suspicion states. Transitions to a red exclamation mark (❗) upon full detection.

Parameters & Audio

ParameterValue
Vision cone inspectionNo dedicated audio when toggling vision cone visibility via right-click
Detection buildup (yellow state)Subtle rising tension sound or musical sting as cone fills with yellow
Full detection (red state)Sharp alert sound, enemy vocal bark ("What was that?" during suspicion, "Intruder!" during alert)
Enemy head-turnNo audible cue — vision cone rotation is purely visual
The audio feedback for detection states is managed by the Detection Feedback Overlay (ui_13)The audio feedback for detection states is managed by the Detection Feedback Overlay (ui_13)

Dependencies & Logic

  • Stealth Detection System (m_2): Vision cones are the spatial projection of the detection system. Cone angle, length, and detection zones are driven by detection parameters.
  • Enemy Type Hierarchy (m_12): Different enemy types (Normal Guard, Straw Hat Guard, Samurai) may have different cone sizes and detection sensitivities.
  • Character Movement System (m_11): Player stance (crouching vs. standing) determines whether the character is detected within the inner/outer cone zones.
  • Environmental Interaction System (m_6): Darkness reduces cone size; torchlight extends it; rain reduces vision range; bushes and concealment spots hide characters within cones.
  • Difficulty Selection (m2 via ui3): Detection speed within cones scales with difficulty (Novice = slower, Professional = nearly instant).
  • Shadow Mode Coordination System (m_15): Vision cones remain visible during Shadow Mode planning to support tactical coordination.
  • Alarm Response System (m_7): Full detection (red cone state) triggers the alarm response system, spawning additional patrols.

BDD Scenarios

Scenario: Default green vision cone visibility

Given
the player is in a stealth mission with enemies on screen
When
the player observes an enemy's field of view
Then
a green semi-transparent cone is visible on the ground projecting from the enemy's facing direction
And
the cone has two zones: a solid inner zone and a striped outer zone

Scenario: Environmental occlusion of vision cones

Given
an enemy is standing near a wall or obstacle
When
the player observes the enemy's vision cone
Then
the cone is truncated at the wall, creating a blind spot behind the obstacle
And
the cone boundary conforms to the shape of the environmental object

Scenario: Vision cone inspection via right-click

Given
the player wants to inspect a specific enemy's field of view
When
the player right-clicks on the enemy
Then
an eye icon appears near the enemy
And
the enemy's vision cone is highlighted or confirmed as the selected cone

Scenario: Vision cone rotation with enemy patrol

Given
an enemy is patrolling or turning their head
When
the enemy changes facing direction
Then
the vision cone smoothly rotates to match the enemy's new facing direction

Scenario: Detection buildup color change

Given
the player character enters the inner zone of an enemy's vision cone while standing
When
the detection timer accumulates
Then
the vision cone begins filling with yellow from the enemy outward
And
a yellow question mark appears above the enemy's head

Scenario: Crouching avoids detection in outer zone

Given
the player character is crouching
When
the character enters only the outer (striped) zone of a vision cone
Then
the character remains undetected
And
the vision cone remains green

Scenario: Full detection triggers alert

Given
the player character is detected by an enemy (yellow fills completely)
When
the detection threshold is reached
Then
the vision cone turns red
And
a red exclamation mark appears above the enemy
And
the alarm response system activates

Scenario: Multiple independent enemy cones

Given
multiple enemies are on screen
When
the player observes the game world
Then
each enemy displays its own independent vision cone
And
cones do not visually merge or overlap — each is rendered separately

Scenario: Cone blocked by darkness or environment

Given
an enemy is in a dark area without torchlight
When
the player observes the enemy's vision cone
Then
the cone appears shorter or smaller than in well-lit conditions
And
environmental darkness dynamically affects cone size

Edge Cases

  • Cone in darkness vs. bright areas: Vision cones may be smaller in dark environments and larger near torches (per Environmental Interaction System m_6). Verify this dynamic scaling works across all mission types.
  • Cones during cutscene transitions: Vision cones should be hidden during scripted cutscenes and reappear when gameplay resumes.
  • Cone rendering at extreme camera angles: At very high zoom levels, cone geometry may appear compressed. Verify readability at all supported zoom levels.
  • Multiple enemies with overlapping patrol paths: When enemies share the same patrol area, their cones overlap visually. Each cone maintains independent color state.
  • Cone flickering during fast head-turn: Enemies with rapid patrol transitions may cause cone visual flicker. Should use smooth interpolation.

QA Notes

  • Verify vision cone geometry accuracy: inner zone should be solid fill, outer zone should be striped/hatched
  • Test cone truncation against all environmental object types (walls, fences, rocks, buildings, carts, water features)
  • Confirm cone rotation is smooth and matches enemy head-turning animation timing
  • Test detection color transition: green → yellow fill → red across all difficulty settings
  • Verify right-click (MOUSE R) inspection toggle works correctly for selecting/deselecting enemy cones
  • Test cone visibility in both bright (daylight/snow) and dark (cave/night) environments
  • Confirm vision cones disappear immediately when enemies are eliminated or knocked unconscious
  • Test that multiple overlapping cones render correctly without z-fighting or visual artifacts
  • Verify cone behavior at mission start, during cutscene transitions, and at mission end
  • Check that cone colors match detection feedback states defined in ui_13
  • Confirm that vision cones respect the difficulty setting's detection speed parameter

References

  1. 1.

    Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? (3:02-3:20)

  2. 2.

    Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? (3:20-3:50)

  3. 3.

    Osaka Castle Mission 1 - Shadow Tactics-Blades of The Shogun (Hardcore) (10:50-11:10)

  4. 4.

    Shadow Tactics Blades of the Shogun PC Gameplay Imai Town (1:19:50-1:20:10)