Users will be able to disable panels while in edit mode moving forward, in order to appreciate what is the basis on top of which the current panel is being built. Example below:
A curious thing about the image above is that using transparency we can appreciate the fact there appear to be some extra bits that apparently should not be there. Well, not quite.
If we focus on the corner in the middle of the location, we can see that the bricks at the top on both sides have been placed at least couple of times: that is in order to cover the graphic of the top edge of the wall. In fact, the blocks used for the edges come out of the corner. This is clear in the image below where I removed the extra bricks:
One can avoid putting in the extra bricks to cover these overflowing ends by just re-arranging the order at which blocks are placed. If we draw the top edges of the walls first and then put the bricks there’s no need for extra bricks. However, this impacts the way graphics are built so we might also want to make sure we actually group together all similar blocks and draw them at the right time, which creates the feeling a location “grows” as opposite to “bits appear wildly on the screen”. I have the feeling that the driving design choice was exactly this “growing” effect, which partly explains the use of extra panels: walls are grown first, then the top edges, then extra bricks on the walls to cover up the extra graphic that overflows.
There is also a possibility that the C64 version of Integrator written by John Twiddy was not allowing reordering block order easily. Therefore back in the day Hugh Riley might not have bothered going back and changing these details. The benefit in this case would have been saving just 8 bytes, which is not a big deal if you’re on a tight schedule 🙂
It would be interesting to hear the story from them directly, wouldn’t it? 🙂