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Don't we have SuperQot (or something) by the actual Superhot devs hanging around here somewhere?
-Just checked out your link tho' and it looks way better, I will give it a try.
Do you have the option to stop time completely when the player isn't moving? I think the original Superhot demo did and I liked it, made it more thoughtful.
I discovered SuperQot only 2 days before the submission deadline so it was too late for me to go back! xD
Time doesn't stop completely when the player stands still, but instead, it is slowed down to about 0.05x the normal speed.
If you type "shq_slowmo_min 0.02" in the console while in-game, then throw a weapon, you'll notice that the weapon moves and rotates by "steps". I'm not too sure why... You can use "shq_slowmo_min 0.005;shq_slowmo_dec 1;shq_slowmo_inc 1" for a gameplay closer to SUPERHOT, but unfortunately, it yields weird behavior too.
So just for aesthetics, I went with "time dilation" instead of "time completely stops". And since time isn't stopped, but only slowed down, I ignore mouse movement as well (which speeds up time slightly in SUPERHOT).
I hope that it is still fun that way, if not, tell me and I'll fix it!
The first week was dedicated to engine and game code.
While I reserved the second week to create a short campaign based on both SUPERHOT and Quake, but I had time to create only 2 maps out of a dozen. I'm not a skilled level designer so it took me a while to get used to mapping again.
In retrospect, I think it would have been better if I had skipped making maps and used that time for adding more features and fix bugs in the code, but mapping is like a guilty pleasure, I guess. I know I'm terrible at it, but I enjoy it anyway.
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