As in the new demo has been compiled, and will be uploaded tomorrow, when I wake up. Unfortunately, if you're reading this, it means I'm not posting it online yet because I want to capture a video of it first, and camstudio disagrees with my sound drivers
Just to touch on a few neat details:
Every object has a time scale variable
This is a value that determines how quickly it moves through time. For example, it could experience time at 20% rate, while everyone else gets it at 300%. This can be anywhere from 0% to infinite, and the game engine will *not* crash as you approach the event horizon. In the demo version, this has been made simple by giving you the + and - keys to increase or decrease the value of every object in the level. You can slow time to a halt, or speed things up so fast you rocket into oblivion
And not only that, but when I say "objects", I include the player and all his controls- you can slow yourself down to a crawl, or do the aforementioned rocketing-into-oblivion
Dynamic scripting controls
Allows custom scripts to be loaded, played forwards *and* backwards and remembered in time- doing just about anything I care to add
Advanced level loading system
This allows the game not only to change to different levels quite quickly and efficiently on entirely different tilesets and parameters, but also allows you to rewind time even over the edges of levels- preserving the state of each!
One spiffy attack
You can send enemies hurling backwards in time as your primary attack- or fling their own projectiles back at them (through time!). Or, with a charged up blow, you can send *them* skyrocketing through time on an event horizon that blasts them to the stone age. A neat visual effect
And thats just scraping the surface of my little bag of tricks
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