Yeah, it's a design thing. If you can see a square, you can see a
square. The rule is very, very obvious.
I could flip it so failed moves from invisible spaces remain
invisible, but I think there's a little bit of data that reasonably
leaks out in situlations like that---basically, you're hearing a
Snipey or an Executive smacking into a wall from over there. I should
add sound effects where they say "Oof!"
In my next game, visibility is going to be...very different. :-)
Wolff
On 5/5/07, Ian Hickson <i...@hixie.ch> wrote:
> This may be by design, but:
>
> Check the bottom of this map. Near the end of the playback, I can see
> the Purple Exec, because it tries to enter a wall, and I can see the
> wall. Ok. Seems a bit unfair to Purple, but I can see the logic there.
>
> But then a Snipey behind the Exec tries to move into the wall
> connecting to the centre room... and I can see him, because I have
> people in the room, and thus I can see him entering the wall to the
> room. That seems a bit more dubious. Intentional?
>
> ---------- Forwarded message ----------
> From: servi...@technomagi.com <servi...@technomagi.com>
> Date: May 3, 2007 9:34 PM
> Subject: LGGWG: SheepGraze-438-9
> To: lg...@spam.hixie.ch
>
>
> This is an automated message from Little Green Guys With Guns!
>
> http://www.lggwg.com
>
>
>
> --
> Ian Hickson
>
>