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Time Throttle: Dev Journal 16

posted Nov 7, 2017, 11:16 AM by Good Idea Games
I ran into an issue with engine noise that I can't explain, so I've posted to a few forums for support.
Once I get that sorted out, I can move forward on SFX, but for now...

So my proof-of-concept is almost complete, BUT.. the time throttle isn't *really* working.
Don't tell anyone, but it's just a series of hacks that give the appearance of time throttling.
In reality, left trigger reduces the game's frame rate, which *literally* slows down time in the game.
This is pretty Okay, as long as I can keep the game's frame rate smooth.

The right trigger is supposed to be a local acceleration... it applies to your pawn, and a small area around it.
This isn't doing that at all. In reality, I just up the player's speed, acceleration, reduce their cool-downs, and up the pitch of their sound. I mean... technically I'm doing all the things that an actual time-speed-boost would do, BUT... I'm not creating an AOE around the player that can speed up bullets.
I want that.

So it's back to the drawing board for the Time Throttle.
The Time Grenades *are* working, and produce the desired effect...
Any object that enters one has it's active properties effected by a certain 'time factor' and when they leave, the difference is restored. They even stack nicely!

So... what if left trigger creates a grenade effect that's centered on the player, and just happens to be large enough to cover the entire screen? It should work.

With some simple (read as 2-days) augmentation of the grenade, I updated the code to allow the time_factor to change dynamically based on player input, and continuously augment the motion of those affected objects. 

The tragic draw-back is that this much activity is overloading my desktop, and driving the game down to like 10 frames per second. 

I'm going to do some optimization and troubleshooting before I move on.