![]() ![]() Note the overlap in car-models, showing the ghost isn't corporeal and can be driven through. This one has the silver difficulty, meaning I will get the silver medal if I beat them. This feature shows up in the majority of racing games, from the Need for Speed series to Diddy Kong Racing. Instead of driving alone you get to compete against yourself, which makes time-trials much more fun. You cannot collide with it, which means you can still concentrate on getting the best time. But at the same time, you race against a ghost, which is a ghostly, transparent car, which drives the exact way you raced before on your best attempt. Race-Ghosting is a technique where you race for the best time on an empty track. Every one of your previous attempts is recorded and then played back at the same time. The end-of-level replay in Super Meat Boy. When you finish a level you see a replay of all your previous attempts laid on top of each other, culminating with your finishing run being the last left standing. When you are done playing around your entire progress is then replayed, showing the few seconds of actual movement that happened. ![]() The Worms games use this in a humorous way, where very comical or effective kills are shown in an Instant Replay. For this not a video is recorded but rather the actions of the user, allowing the replay to employ different camera angles and shots. Sports-replays work the same way they are presented on TV, where an action is showed again, possibly from a different angle. This can be seen in games like SUPERHOT, the Worms series, and pretty much the majority of sports games. Replays are another fun way to employ this feature. Another way this is employed is ghosting in racing games and asynchronous multiplayer. When you have a fatal crash in GRID you get the chance to rewind the game to a point before the crash.īut this system can not only be used to replace quick-saving. This prevents frustration caused by crashes near the end of race, which can be especially infuriating. The GRID-series of racing games also has a snapshot-mechanic, where you have a small pool of rewinds during a race, which you can access when you have a critical crash. The hero Tracer in Overwatch has a power that resets her to a position a few seconds ago, essentially rewinding her time, even in a multiplayer game. Other games that employ these systems are Braid, for example, which is also centered around the winding of time. This mechanic is not only integrated into the gameplay, but the narrative and universe as well, and is mentioned throughout the story. The Sands Of Time Trilogy integrates time-rewinding beautifully into its gameplay and avoids immersion-breaking quick-reloading. When you die you do not just have to reload, but can rather rewind the game for a few seconds to where you were alive again, and immediately try again. Prince of Persia: The Sands of Time is one of the first games to truly integrate a time-rewinding mechanic into its gameplay. The source code is also available for download if you want to check your own progress against it. You will need the newest version of Unity for this, and should have some experience with it. A demonstation of the basic functionality Then we'll look at the other uses for this technical setup, before ultimately creating a small game that we can rewind, which should give you a basis for your own. This first part will go into the basics of the system, and the next part will flesh it out and make it much more versatile.įirst, though we'll take a look at what games use this. In this tutorial, we'll build a simple game where the player can rewind progress in Unity (it can also be adapted to work in other systems). ![]()
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