Chris Koźmik
Silver Lemur Games
- Joined
- Nov 26, 2012
- Messages
- 414
It's hard to grasp it unless you actually implemented such system yourself. It's far from intuitiveI honestly cannot make heads or tails of what you're saying. Just for your info, both EotB and Wiz7 (one thick, one thin wall) had no problems with levers and other objects in walls or objects in squaresIt's the other way round. All thick wall (with possibly a few very unusual and extremely rare exceptions which I probably never encountered in a real life) can emulate thin wall. Note that thin wall can not emulate solid transparent objects in the middle of a tile (like wells).If your engine can represent "wall style", it can represent everything, because like I said: Thinwall is the superset of all of these. All thickwall maps are just thinwall maps with spaces unused. If your engine supports thinwall maps, it supports thickwall maps with zero modifications of anything: All you do is build the map with the space unused. Presumably you can then trip the player up by hiding mechanisms and secrets in there. Alternatively, if you give the player the opportunity to breach walls, breaching a faux-thickwall-map results in putting a hole through the wall and hitting a sewage line, resulting in the player being showered in shit, or a power line, resulting in electrocution.
Again, think "levers on the walls", those are almost impossible to implement (in a sane way anyway) if you use a thick wall system which can not emulate thin wall system. Basically, to implement levers (4 directions) you have to use thin walls subsystem in the thick wall system.
Of course if there was just walls, doors and floors (don't recall any such simplistic game) then indeed thick system could be made without implementing thin wall subsystem.
What I'm trying to say is that thick wall system is not 1 thing per square but actually 1 thing + thin wall system per tile. So, thick wall system can always emulate thin wall and is always more sophisticated technically.