Time is a design theme I honestly haven’t thought about very much in my practice. When I consider it now, I realise there are a number of examples I can think of in my work when I have considered time in a design.
In my digital game work I have used cutscenes to imply sped-up time and convey long distance travel. I make decisions to alter time in RPG’s often, including flashbacks, time jumps and even relative time dilation between different planes in Dungeons & Dragons.
Key questions:
How can I allow the player to reverse time in a game?
For this exercise, I wanted to consider a time mechanic in a game that a player could actually play with. There are some very good games which use time as a core mechanic, Super Hot comes to mind immediately, however I’ve mostly found that I get bored of games which hinge so fully on time-based mechanics such as Braid or Max Paine. I do sometimes quite like when time is used to enhance a narrative, as in Legend of Zelda: Ocarina of Time and Life is Strange.
Find an interesting time based Unity tutorial and build it
Play with the result by making changes and adding small features
Brackeys makes great tutorials. This one was no exception
I had to adapt the tutorial for a more recent version of Unity but that wasn’t too difficult
By Nick Margerison
Email Nick Margerison
Published On: 18/03/2020