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Ideas for a time travel game in general.
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Herbert Joined: 09/08/2000Posts: 228 |
Hello all. I have this awesome idea to make a game that would involve time travel. The game itself wouldn't be based on any movies, and would immerse the player in a little town where, after building a time machine would be able to go back virtually any time he wanted and interact with past and future NPCs (non-player characters) with repercussions to future events.
The game would be revolutionary due to the fact that you have the freedom to do whatever you want in this small town. All the buildings would be able to be fully explored (unlike GTA 3). And as for character interaction, I was thinking of somehow implementing an open source AI I found on the net called ALICE ) The time machine would be the major feature though. It would be cool to implement a time distortion device (Clockstoppers) or some other special features built in to give the game some flair.
There are several time travel "theories" in movies and games, and I think the BTTF one is most fitting. With the BTTF theory, time has an original state, which can be changed/diverted and will not affect the time traveler, who remembers both states. This would involve paradoxes, but would enable the freedom from a fate set by the game maker to follow a set path to progress in the game.
There would be, of course, "clones" of the player every time they revisited a time zone. This would be a snag in my idea. The first difficulty would be for having the game record the player’s movements and interactions the whole time, which would require quite a bit of hard drive space. The second difficulty being the paradox of interacting with said clone and diverting the past player's actions. Having the universe collapse on itself so frequently would have a negative effect on the person playing the game. ;)
Any ideas or comments to be made would be greatly appreciated. |
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| August 26, 2002, 9:33 pm : | |
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Future Boy 1955 Joined: 08/13/2002 Posts: 1314 |
Wow!That's really great but when are you making it???I want to buy it! |
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| August 27, 2002, 2:42 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Well, as of now it's just an idea. I need to find a good 3D engine. I know about making the models and graphics more than the actual programming part. I've seen good game making programs on the net, but they are really expensive. I downloaded the demo version of 3DRad which I have yet to learn. I'm quite good at making characters in Poser, and editing graphics, video, and sound. Just have to put it all together and get a project going I guess... Anyone if anyone out there is interested in giving it a shot, I'd like to hear from you. |
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| August 27, 2002, 7:27 pm : | |
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BTTFGraphics Joined: 11/19/1999 Posts: 114 |
Great idea!! I am very impressed with the amount of quality thought you put into the concept of this game! You have a lot of key elements nailed down. The conversations and memories by the characters would be impressive. I would also love to see how things age-progress through different times. The way a building decays or becomes overgrown by plantlife (ala the ruins in Jacob's Ladder, etc..) if left alone for a long time. Plus, that addition of having a time-distortion / control device (Clockstoppers) would be extremely cool to have. It's always neat in Max Payne and if you could walk around alot longer like that... oh cool! Well, I might be able to help out with your project... I too, do alot in graphics.. not much in the modeling department lately but it'd be neat to 'brush' up on my drawing skills once again. These new packages are very impressive these days.. especially since most of what I use is still from 3-4 years ago. Lightwave's sure gotten some nice competition. hehe Well, give me an email if you like at [email]graphics@bttf.com[/email] and I'll see what I can do. Also, I'll take your ideas to mind tonight and see what else I can come up with. |
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| August 27, 2002, 8:59 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
That aging idea reminds me of BTTF 2&3 when you could to go back to 1955 and plant an acorn, and see it grow in 1985 and become a tree in 2015. Ah, those were the days... Spend hours of frustration on an 8-Bit game to be rewarded with a disappointing ending. "Congratulations Marty!! You've made it back! All your time travel is behind you now....maybe" The idea of aging introduces more complexity. Characters would have to grow old too... That would really increase the number of models and texture maps required just for any given character. Hmmm. This isn't going to be easy. But as Doc once said "If you put your mind to it, you can accomplish anything." I'll have to start drawing up some ideas myself tomorrow. Maybe jot down some algorythms for any programmers out there who are interested in turning this dream into virtual reality. |
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| August 27, 2002, 9:24 pm : | |
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temporal paradox Joined: 01/31/2002 Posts: 1237 |
It sounds like you'd have to have an enture computer entirely devoted to this game. At least with modern technology being what it is. |
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| August 28, 2002, 9:46 am : | |
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RedSlicer Joined: 07/19/2002 Posts: 799 |
I just love your idea! I've always wanted to see the effects of your interaction in the past. For example how the city would have changed if you killed some one 100 years ago, when the city still was a little village. Here's a little suggestion: You could make 3 modes: 1) Free lance mode, do whatever you want to do. 2) Mission mode, you have to travel around in time to complete a mission, fx a paradox or something... 3) Multiplayer version, chase other players in time to prevent they alter your future. What do ya think? RedSlicer<--- - |
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| August 28, 2002, 5:02 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
temporal paradox: Actually I think it might be possible to get a game of this size to work nowadays. It might have to go onto a dvd or multiple cds, and a top of the line system would be required, but I hear CPU's are up to 2.8 Gigahertz... RedSlicer: It would take some time to set up the town's history. To make the game managable, it would have to be in a remote location with a low population. The desert would be an ideal location. Up to a certain date, there wouldn't be much to see. Then we'd have a founder come in probably around the late 1800's and start building. There would have to be certain events programmed to happen in response to other effects. For example, since it wouldn't be practical to go and program every character that will ever live in that town, we'd have to have "daily routine algorythms" they'd all have in common. All the kids would spend time at home or school, adults would have jobs, kids would take over the jobs as they got older. The day would be broken down into smaller tasks such as time they wake up, time they eat, time they work, time they go to sleep. (New idea: The ability to "drive" a horse and buggy or other old fashioned modes of transportation.) As time goes on we could introduce school buses, cars, and other modern day equipment. People will marry and have kids. Murder would effect the overall flow of the original timeline. People that were supposed to have kids would cease to be. Jobs that would have been filled would be filled by others. But with the algorythms we would set up, the remaining characters would be able to continue the timeline by doing their routine stuff minus the lost person. If the player were so inclined to kill everybody( :eek: ) then the town would be deserted for several years, or even decades if no one else wanted to inhabit it. Of course if you went back and did that, you would be killing off your ancestors and paradoxes abound. (Another idea, give the player access to his/her family tree. Or to prevent a paradox, we could have em be from another city that just moved in to do work on the time project.) As for the different modes of gameplay I think there will be a freelance mode, as you said, and the "mission mode" could involve the government somehow. Or maybe those darn Libyan terrorists want their plutonium back. :rolleyes: As for multiplayer, that might be difficult. It would be hard even to find out what time the others players had time traveled to, and the game would have to record all their movements. Ah ha! Another idea. Ok, the players can be working together and go back in time but get stuck there (a la Marty style). They would have to somehow work together to get "back to the future." We could even stick easter eggs in the game like have a DeLorean parked behind a billboard or something... That'd be funny. |
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| August 29, 2002, 10:30 am : | |
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RedSlicer Joined: 07/19/2002 Posts: 799 |
I know it would be darn difficult to make all my (and other's) suggestments, but I belive it might be possibly to make in near future (maybe 1 or 2 years).
For missions: like the DeLorean, you need energy. Maybe some plutonium or 1.21 jigowatts battery...
Anyway, a part of your mission would be to find energy to your time machine.
Maybe, you would be able to buy energy to your time machine in the future in your game. And maybe even a Mr. Fusion, would cost a fortune, but then you never run dry of plutonium! :D Sure will, maybe you could use it in a mission! RedSlicer<--- - |
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| August 29, 2002, 3:12 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Hmm, fuel. I haven't thought of that. Well nowadays I think they've agreed to stop producing plutonium, so it really would be "a little hard to come by..." and I don't think that anyone intends to create a 1.21 Gigawatt battery... (Heh, you're car could be "lightning fast... )
This is a tricky one. Looks like I'm going to have to do some research in some alternate sources of energy. This also requires me to create an actual science concept that I could put in the game to explain how the time machine works. Worm holes, magnetic fields, crystals... I'll look it up. |
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| August 31, 2002, 2:11 pm : | |
| mmx | Herbert, you have some great ideas, but I got bad news for you; making such a game is no easy task, and is near impossible due to the number of different routes available to take within a game like that. The customization that takes place in this world is way too big. Players will all do different things, you gotta think on different levels. Although, there are alternatives. You can create a MMORPG (huge player base), or a Deus Ex clone and implement time travel in it (just single player). Mixing the two won't work. You can perhaps create a single player game entirely focused on time travel (eg: find the parts, assemble it and attempt to do a mission, which will take a while to finish); kind of like finding the Water Chip in Fallout 2. You can do either a 3D game or Isometric. Hopefully this post will help you out a little bit. I too am crazed about making a game, but it's kind of hard to implement everything in one product. The time and resources available to us is kind of limited. |
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| August 31, 2002, 9:15 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Yep, I agree with you. I would be tough to try to put all this into a game. The main reason I posted this is just to brainstorm and get some opinions. When I get enough jotted down I'll give it a shot and see what would be possible. The most logical course of action would be to make a text based program in some easy language and set up the basis for the game. The time travel bit, an interface of some sort, and the way stuff evolves (buildings and characters). I have a 2D game maker that would be easy enough to use for the game's next step. It would give the game some sprites to show off a bit and make it easier to navigate. It is possible to do an isometric in that too, but I'll have to decide the best way to present it. Then we would go from there with what features that managed to survive to go full 3D with all the bells and whistles. As multiplayer goes: It's out. The game is just too big. Wouldn't be right to have anyway, it's not that type of game. Thanks for the input everyone, I'll give that text based one a shot. Even if that's as far as I can manage, it should still be sweet. I'll keep you posted. :D |
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| September 1, 2002, 12:09 pm : | |
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Hey Mcfly! Joined: 02/10/2001 Posts: 38 |
Who's heard od "Day of the tentacle"? An old PC game that you can't get any more. It was set in 3 time zones in one house (past, present and future). There was three player characters and each one was set in a different time zone. Each time zone had missions to complete and puzzles to work out. But some could only be done if something in the past was done. For example, in the future, the character gets stuck in a tree befroe the game starts, so in the present or past, your character has to chop down the tree, so it isn't there in the future, so the future character doesn't get stuck in it! |
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| September 1, 2002, 1:23 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
I've heard of it, but haven't tried it. Sounds interesting though. I have Maniac Mansion for NES though. That's cool. It's one of the few 8-Bit games that didn't leave me depressed after I beat it, and actually felt like I accomplished something. Ah, those were the days... |
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| September 2, 2002, 12:28 pm : | |
Joey Joined: 04/08/2000Posts: 4670 |
You're thinking about cheat codes already?! Anyway, track down a copy of "Timeslip" on the PlayStation, and try to get the C source code for free from the author ( [email]johnstdt@dcs.gla.ac.uk[/email] ). That had some great ideas and puzzles etc, and remembered exactly where your other-selves were. |
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| September 2, 2002, 1:15 pm : | |
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Bosch To The Future Joined: 10/12/1999 Posts: 1387 |
Here is a post I wrote a while ago conerning ideas for a new BTTF game. It is very similar to your game idea, only it intergrates BTTF.
It is loacted at this thread , 6th post down.
-Kevin Bosch |
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| September 2, 2002, 6:22 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Whoa. Sounds like a good idea to me. |
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| September 2, 2002, 10:37 pm : | |
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rgtg Joined: 01/12/2002 Posts: 30 |
Great idea! but i would like a lot if in the game i could find a fly deloren
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| June 11, 2003, 6:52 pm : | |
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dmc fan 5446 Joined: 08/20/2010 |
a simple, 2D rpg would be enough for me, like tales of phantasia for snes. |
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| June 11, 2003, 9:37 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Whoa! This is an old topic! I never did get a good program to make it in... I played a game called Shadow of Destiny recently, and it is somewhat what I had in mind. It's an interesting game. Kinda short though, but something to look up some time. They have a demo on the net somewhere. The furthest I had gone with the idea was a little paradox simulator written in QBasic. I got as far as getting the white circle to move in a blue rectangle, and have the program record the movements so if you went back in time, you would see your other dot-self. I'll post it when I get around to writing some collision detection for it. |
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| June 12, 2003, 6:29 am : | |
Joey Joined: 04/08/2000Posts: 4670 |
Yeah, heheh. Did you ever play Chrono-Trigger on Nintendo or Chrono Cross on PlayStation? What about Shadow of Destiny on PlayStation2? |
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| June 12, 2003, 11:03 am : | |
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gimmeamilk Joined: 08/20/2010 |
This sounds a great idea, I'm up for some programming. Recording player movements shouldn't be too hard (pretty much every sports and driving games have an action replay feature). Generating trees/plants that grow over time can be quite easily achieved using a fractal generator. Modelling the construction of buildings is very interesting to me and object-oriented programming will really help this. You just model objects such as a brick, a pane of glass, a steel girder. Your completed buildings are just stored as a list of references to instances of these objects and a little algorithm can be written to render only a certain number of objects for a given time. eg for a house the first objects in the list are the foundation elements, then the steels, then the external brick structure and then the fittings/plumbing/whatever. Whole towns can then be stored in some kind of scripting language, eg: 1963 BEGIN_CONSTRUCT HOUSE001 1966 END_CONSTRUCT HOUSE001 1978 BEGIN_CONVERT HOUSE001 HOUSE006 1980 END_CONVERT HOUSE006 1992 BEGIN_DESTRUCT HOUSE006 1993 END_DESTRUCT HOUSE006 As Herbert said, AI characters can have shared set daily routines which may deviate if the player interacts with them. If we assume all interactions are initiated by two game objects colliding (eg to "talk" to another character you walk up to them, a bullet hits them to when you shoot) then all we need to record are the collisions that cause a character to deviate from their normal pattern. Upon visiting the past, every new interaction is compared to the record. If there is a mismatch, a new branch is taken and records referenced by that particular event are recalculated. If a circular reference is detected (in other words a paradox) then the game can assume we have done something dumb and it would be game over. Any thoughts? |
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| June 12, 2003, 12:45 pm : | |
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Hover_ ConversionUK Joined: 08/20/2010 |
yeh very good idea herbert i would love to help out on it if its possible, i was going to make a game exactly like this but you could basically go back to times like 1800s 1900 etc etc, but now ill have to make a new idea for a game but i would really love to make this game with you! what do you say? the idea is excellent and will be excellent! see you soon p.s im talking like bill and ted lol weird EXCELLENT! |
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| June 12, 2003, 3:25 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
It seems as though you know what you're talking about! :D If you think it's possible then I'm up for it. This would be great if it could be done in 3D. What do you think it could be done in? ie. Are there any available (free or cheap) 3D engines or game creation sdk's you think would fit the bill? I've seen one out that looks rather easy to use, but it's over $1000 for the professional version. It would probably be possible to write one but I'm not that advanced yet with C++, DirectX, or OpenGL. Thanks for the input. I think it has real potential. If you want to try out my little time travel prog, I'll post it here. It's really basic though, and I haven't worked out any algorythms for "bumping into" past selves and changing stuff. It's fun to have 20 of yourself running around in a box though. Almost creepy... :eek: |
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| June 12, 2003, 9:02 pm : | |
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gimmeamilk Joined: 08/20/2010 |
3D is certainly possible. I am in the middle of writing a basic 3D engine in OpenGL (check its progress on the MyTime thread, not sure why it ended up there...).
My original intent was to write a 3D mission-based BTTF spinoff, ie you would still be Marty/Doc in Hill Valley but some of the missions would not correspond to scenes in the movie. For movie-based missions I was thinking of taking some artistic license (eg in the Lybian chase you have to go down a few roads and finally reach the mall, just to make the level a bit longer). A DeLorean can reach 90mph in about 19s so there needs to be ways to make driving levels a bit longer.
I always wanted to keep the car because it is just so bloody cool. Plus I have spent a lot of time creating 3D particle effects that look a lot like the effects in the movie and I want to use them! |
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| June 12, 2003, 9:18 pm : | |
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Mikey Mcfly Joined: 08/20/2010 |
Okay this game sounds really cool, but it brings a lot of questions to my head. First of all would this file be big enough to post on the net? Sencondly, if it is then I would be happy to post it on my webhost, however the file can't be bigger than....600/700 MGs. Once I upgrade my webhosting(again)I won't have a file size limit, this game sounds really cool and I will help out anyway possible. Another thing, this game will be very hard to make won't it? Due to the cause and effect therory I would find this near impossible to make, why don't you try pitching these ideas to someone? I'm sure if you wrote letters to game makers (e.g. EA GAMES) that at least one of them would have to consider it. (Also this would roll over very well with Universal, due to the fact that it might draw more attention to BTTF A.K.A more peeps buy more DVD's) Just a thought.... --Phillip-- |
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| June 12, 2003, 9:36 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
My hopes and dreams for a game like this would be huge. Complete and total imersion. I want the player to be able to react with everything in the environment possible. To give you an idea, you need to take into account all the 3D models (which would be rich in variety), textures, sounds (including maybe some radio, environmental, speech, etc.), and video. Thank you very much. I don't think you have to worry about that for any time in the near future. This will take time. (hehe) Yes it will take a heck of a long time, but this idea is too good for big business to mess up. |
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| June 13, 2003, 4:59 am : | |
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Mikey Mcfly Joined: 08/20/2010 |
Yeah, good point. I was playing the rom yesterday for BTTF 1-3 and I was still dissapointed. I think they did a bad job on that game and it's a disgrace to BTTF. (just my personal opinion no way enflicting my beliefs on anyone else). Well, just let me know if you need any help at all, I not much of a graphis designer but I'm hoping to learn. FYI: My aim name is phil13carr and my msn is [email]phoenixslayer14@hotmail.com[/email] |
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| June 13, 2003, 5:37 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Well, here is an interesting program I wrote that simulates time travel. Just unzip it to a new folder and run paradox.exe. To move:
W=up
A=left
S=down
D=right
T=set destination game time
Q=quit.
It's rather simple. Instead of typing in a real time and date, the game starts out with a counter going up 1 every tenth of a second. So the number you enter is going to be an integer from the "Game Time." The real time clock is there for testing purposes, as are the X and Y coordinates at the top of the screen. So say you moved around a while and you hit "T" and the game time was 122; you could enter 5 and see yourself moving around up until you disappear at 122. You can travel up to 20 times. And you don't always have to go backwards. You could go forwards and then go back, etc.
The program will create 20 log files for you time travel in the game folder, so make sure the game is in a folder by itself, or you'll have to worry about deleting all those extra files when you get tired of playing .
> Here's the link. <
Also, remember not to touch another of your past selves or the game will end! ENJOY! |
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| June 14, 2003, 9:34 am : | |
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Hover_ ConversionUK Joined: 08/20/2010 |
so am i allowed to help then herb u never replied |
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| June 14, 2003, 1:11 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Of course! ;) |
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| June 14, 2003, 8:06 pm : | |
Herbert Joined: 09/08/2000Posts: 228 |
Has anyone tried out my little program? It would be nice if anyone would give feedback/suggestions. |
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| June 15, 2003, 1:48 am : | |
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Fluxxed Joined: 08/20/2010 |
Just D/L ed it, will give you some comments later in the day. |
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| June 15, 2003, 3:13 am : | |
outatimedelorean Joined: 08/20/2010 |
Tried it. Nice. |
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| January 14, 2008, 6:54 am : Re: Ideas for a time travel game in general. | |
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Strainj1 Joined: 01/14/2008 Posts: 3 |
Hi There Just found this thread and noticed it was pretty old.... How did it go? P.S. If you need any music written for it I'm your guy! |
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| January 14, 2008, 7:22 am : Re: Ideas for a time travel game in general. | |
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Wilko1985 Joined: 08/23/2002 Posts: 968 |
Ooh thankyou for digging this up! I've been looking for this program since 2003. |
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| May 18, 2011, 12:04 am : RE: Ideas for a time travel game in general. | |
Herbert Joined: 09/08/2000Posts: 228 |
My God, has it been almost a decade since I wrote this first post?? Well, it has been 8 years, 8 months, 23 days... But who's counting? I have a suitcase literally filled with paradox scenarios I've come up with over the years that would come up in a time travel video game, and I finally found a game engine in which to build a prototype. No promises, but I do at least plan on updating my original DOS Paradox Simulator. Is there anyone here that can program C++? |
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| July 22, 2011, 5:10 pm : RE: Ideas for a time travel game in general. | |
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kar69999 Joined: 07/22/2011 Posts: 1 |
i keep on trying to click the link but it keep on sending me back to this same page and i found this and i really in to time travel and time manipulation and i just found this forum and i think your idea is great and i had the same idea once just forgot about it |
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| July 24, 2011, 4:57 am : RE: Ideas for a time travel game in general. | |
coocoosim Joined: 01/04/2009Posts: 78 |
WOW! This is old! |
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) The time machine would be the major feature though. It would be cool to implement a time distortion device (Clockstoppers) or some other special features built in to give the game some flair.
There are several time travel "theories" in movies and games, and I think the BTTF one is most fitting. With the BTTF theory, time has an original state, which can be changed/diverted and will not affect the time traveler, who remembers both states. This would involve paradoxes, but would enable the freedom from a fate set by the game maker to follow a set path to progress in the game.
There would be, of course, "clones" of the player every time they revisited a time zone. This would be a snag in my idea. The first difficulty would be for having the game record the player’s movements and interactions the whole time, which would require quite a bit of hard drive space. The second difficulty being the paradox of interacting with said clone and diverting the past player's actions. Having the universe collapse on itself so frequently would have a negative effect on the person playing the game. ;)
Any ideas or comments to be made would be greatly appreciated. 
.



