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UI observation: the way that “demon time” makes both the background animation speed up and movement around the map speed up, is it just speeding up the overall game loop? That’s going to cause a whole variety of problems, and would explain several things people have observed here in the comments.

You may want to make it just a divisor for how long nodes take to complete, not a change to all time-based things in the game.

In particular, scrolling with the arrow keys should always be the same speed, something a little slower than the demon-time rate and much faster than the non-demon-time rate.

Demon Time scales the engine time so everything becomes faster without breaking systems like hunger or fatigue. I think the main issue players are having right now is performance, but even if Demon Time instead granted Haste (which does what you’re suggesting), it still wouldn’t fix the issue. I already tested this by giving myself a large amount of Haste.

I’m starting to think the problem isn’t in the game logic but in something visual, possibly a shader or the nodes themselves. (Those aren't 2d sprites but are actually vector graphics generated with code.)

I’m not suggesting that it bypass hunger or fatigue; I’m suggesting that it should affect the length of time it takes to run a node from the player’s perspective (including the passing of hunger and fatigue as normal during that time), but not the speed of animations or of movement. Movement should be independent of demon time, because it’s almost unusably fast with it, and painfully slow without it.

(+1)

Oh, If you're talking about the WASD camera movement, then I can probably do something about that.