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(+1)

was discussing with a friend whether you'd have been updating all the entities in reverse, then me wondering how you'd deal with entities being created and destroyed in that process, but to think it was just plain save states... suppose it makes sense with the relatively low rewind time.

interesting to know all the stuff you didn't manage to implement or had to rush, final product looks very polished so you wouldn't expect the original idea to be so different. looking forward to at the very least the boss update, it sounds like what would've been the most important part of the game.

cute girl btw

(2 edits) (+1)

There is a way to extend the rewind limit with this method, too, that I didn't have time to implement:  packing older chunks of state into the form of base state + replay, and unpacking them on-demand on a second thread. This way, the rewind period can easily be extended to the entire stage and more, all while requiring less memory footprint than the current 10s (actually 20s internally) implementation, at the cost of some CPU time.

I decided that it isn't really worth it to implement for the jam, though. I think that was a good decision.

I'm not sure if I'll be making a update to RSP this soon after the jam, especially with my LD48 game in need of an update too, but I might come back to it, some day, depending on the interest.

Thanks!