acori

I liked it here.

There was a lot I never got to explore here. It was cool watching everyone else though. Maybe someday I'll open up like that too.


website (RSS and cohost shrine will be added after read-only)
acorisage.neocities.org/

kda
@kda

I thought of an idea — a game that involves time travel… … …as a vaguely quantitative (third/fourth, depending on whether the game is 2D or 3D) direction of "movement", rather than as a qualitative Thing That Turns One Location Into Multiple Locations In Story Terms? So, like, when you're playing the game, time moves normally, but you can "scroll" back and forth through time, and the ways in which various objects and locations might change over time are put onto a timeline.

One lot might have a house on it until t, be vacant from t to t + 2 months, 3 days, be under construction from then to t + 9 months, 16 days, and then have a corner store on it from that point on. Maybe there'll be monthly showings of some cult classic movie from t + 8 days to t + 2 years, 11 months, 18 days. Perhaps certain trees will have a height of offset + time since t × rate. Each individual object might just have a few states or vary on one or two axes over time, but the combined result of that would be what would feel a bit like a continuum of time.

Like, for example,


StrawberryDaquiri
@StrawberryDaquiri
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in reply to @kda's post:

Oracle of Ages gets close to this. While Ocarina of Time has the present and future hyrules closer to functioning as two distinct areas with similar layouts that you have different abilities to traverse through, Oracle of Ages asks you to consider how the two timeframes intersect and overlap, some of the consequences of your actions in the past affecting the present, and at least one area that requires you to navigate an area where islands and reefs have shifted over time, ending up as a maze that uses time as a direction of travel

In terms of active gameplay, I have to point to a level in Titanfall 2's fantastic campaign in which you get to take advantage of a local destabilization in time to swap back and forth between two points in time in the same space instantly with a single button press. The present has the building in ruins and filled with hostile alien wildlife, while the past has the building and machinery intact and filled with hostile soldiers. Thus, jumping back and forth is both a traversal and combat mechanic, as you can escape danger, reposition, and essentially teleport behind the enemy from their perspective, make use of holes in walls or functioning doors and elevators to get to places inaccessible in a given time period, and also occasionally have two simultaneous firefights going on in two time periods that you have to juggle. It is legitimately the best single level in a first person shooter I have ever played, and I wish a whole game could explore that mechanic, but I understand how absurd of a technical undertaking that would be.

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