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Time Throttle Dev Journal 14: Time Throttle Immunity

posted Aug 14, 2018, 10:01 AM by Good Idea Games
When you work on a project for a long time, you become blinded to... basically everything around you.

I had a buddy come over to give me an outside perspective on Time Throttle, what makes it work, and what makes it fail. I've been working on Time Throttle for almost a year now, and to be honest, I'm still not satisfied that the mechanic is what it needs to be.

It's *supposed* to be a way for all players to participate in real-time 'time manipulation' but to be honest, the impact still doesn't feel strong enough. This is probably because Time Throttle is begging to be implemented in a bullet-hell style game rather than a racer. I'll have to play with that idea some more.

My buddy suggested that maybe the Time Throttle effect should be *stronger*, AND make player craft immune to it. As-Is, with Time Throttle slowing down everyone, it's sort of a sum-zero game. Unless you manage to use it to avoid collisions, you come out of using Time Throttle exactly as you would had you not used it at all. Making Player Craft Immune to Time Throttling was a night-and day shift in the power and utility of the mechanic.

We then spent the rest of the day implementing code that would allow Time Throttle to act as a local-only effect, rather than a global effect. That was for science, and the verdict is still out on whether this is an improvement.

I plan on altering the projectile motion and implementing some arena hazards that will make the Time Throttle more important. 

FOR SCIENCE.
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