Submitted by twovests in killallgames
I think I posted about this before. I'm really involved with this idea and have mulled on it for years but I don't know how much sense it makes. So tell me if these following bullet points make sense:
How games are with one dimension of time:
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Almost every videogame involves one time dimension, usually measured in a discrete quantity of frames, cycles, turns, or steps. We'll use the term "step."
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Most games (like first person shooters, action games, or real-time strategies) have a lot of steps per second, so movement looks continuous. But it's really in steps. 60 steps per second is a good amount.
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Some videogames make mechanics by speeding up or slowing down the action per step. These are "bullet time" mechanics, speed up / slow down seen in tower defense and RTS games, and, famously, in SuperHot. https://www.youtube.com/watch?v=vrS86l_CtAY
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The state of these videogames advance as the internal "step" clock advances. Everything is tied to this one step clock, and the step clock can advance at a rate independent of our real-world clock.
My idea:
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We can have multiple step clocks. For simplicity, let's say there is red time and blue time.
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Red elements can advance only when the red step clock advances. Blue elements advance only when the blue step clock advances.
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Like normal step clocks, these can be scaled independently of the real world time clock. They also act independent of one another.
A platforming game idea I have that would exemplify this:
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Gravity that acts in different directions in red and blue time, enemies that act in different ways in red and blue time
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The player would be able to traverse a time-plane, adding a (literal) new dimension of decision making in platforming
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The player would retain red and blue velocity vectors, which could make for a whole bunch of cool tricks.
This would definitely make more sense with infographics, but I honestly have no idea if this all sounds sensible, or if I sound like a rambling and inarticulate artist.
Side note: they say the idea is 1% and the execution is 99%. So if I make this I'm going to call my game 1/100, because I just want to showcase the mechanic and see real indie studios make good use of it.
toasthaste wrote
I think i get it but this feels like the type of thing that would be more grokkable with a prototype 👀 do it do it do it