I've amended how enemies in the future section work for their gimmick. Many enemies will have attacks with delayed impacts, "killing you in the future". Like the Red Demon, who channels a short while, then vanishes, and reappears 10 seconds later with a fatal uppercut no matter where you are, even if you rewind time and go back, he'll get you in the new place
I didn't like this much. Its not nearly as clever or impressive as the "Skeleton Archer who shoots arrows that travel backwards through time, killing you 3 seconds before he shot it" that makes people go "wut?"
So my new trick. Future enemies will have these same delayed attacks, and they'll target you in the future and kill you no matter where you go. But if you rewind time, you'll find you can dodge their attack by stepping to the side- it will always appear in that same spot, where you would have been in the future if you hadn't rewound. Thus making the enemies act like they really were jumping forward 10 seconds in time, not just 'waiting'.
The trick is the same as my "kill you in the past" guys and doesn't need any new coding and can work for even more nifty results- when the attack finishes in the 'future', it overwrites the past 10 seconds of recorded time, altering everything since the attack was fired, to lock it into that new position instead of choosing one. So I'll have an enemy that shoots artillery sky high that rains down upon you a long time later- always on your screen even if you went 5x screens away- but if you step aside, you'll be able to easily dodge it after a quick rewind.
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