Author Topic: Feedback for Starward Rogue  (Read 4870 times)

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Feedback for Starward Rogue
« Reply #15 on: April 06, 2016, 04:18:28 pm »
Perhaps if non-movement actions caused time to advance much more slowly than movement actions, that would help. If you're doing both then you just get the normal movement time speed.

I think SUPERHOT works because time is always moving (just very very slowly) and various actions cause it to be realtime for some duration (shooting is almost instantaneous and you have to wait for reload, but throwing items, picking up items, and punching people all use realtime for about a second).

Whereas having to fight my instincts to keep shooting while using Redshift combined with "crap, how fast does that bullet travel when I move?" (e.g. "do I move up to move around it, or right?") made it very hard to utilize the timestop behavior.

Anyway, I will see about playing with it this afternoon.  I doubt there will ever be a perfect happy medium where it feels as fluid, but SUPERHOT only has 3 guns and all the bullets move at the same speed.  My problem there is being able to accurately predict enemy movement so I can lead shots.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Feedback for Starward Rogue
« Reply #16 on: April 06, 2016, 04:56:21 pm »
Yea, I think the initial redshift implementation also had time slowed down drastically (to like 1% of normal) rather than completely stopped, because completely stopping it led to divide-by-zero problems later down the road. But those were resolved and it was set to zero-speed.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!