personally I can't stand wallbounce spells because of the way that they bounce differently not just based on the angle they hit a wall, but also the position of other walls around that wall.
like, shooting east here-
- Code:
......#
.@....#
......#
bounces differently than shooting east here-
- Code:
.....##
.@....#
......#
Drives me crazy.
To me it doesn't make any sense that the bolt bounces differently because there's a wall north of the tile immediately before the wall it's actually hitting. It's hitting a flat face, shouldn't it bounce straight backwards either way?
The idea that the '
real' wall is... an average of nearby walls? Like you have to draw a line between the actual walls displayed ingame to find the real bounce angles, sort of like this-
-is so crazy and counterintuitive to me.
It definitely feels, based on the way walls look(and normally behave) that wallbounce spells should behave as if wall are like this.
I don't know if I need to spell this out this way but it feels like no one ever talks about this.
Of course in a game with 8-directional movement the true nature of a single wall tile(to make diagonal movement between walls make sense) is an octagon, and that's the only way diagonal bounces make any sense, but that still doesn't make this behavior make sense to me.