general statement


    TimeOps is a game by Marcus Seeger, Noah Matheu, and Seth Royston. In the beginning, we came up with a great sci-fi concept for our game involving the use of time travel. In the game, you are a soldier in a world in which time travel is possible. In this society, time travel is used to gain insight and advantage on how to benefit your present timeline. You are a soldier that is given the task of traveling to the year 2400 in search of new battle strategies to bring back to your reality. When you arrive at the year 2400, however, you come across an apocalyptic Earth that was invaded by aliens. You must fight your way through the aliens and return home safely. We were very excited about this concept and wanted to integrate a mechanic that would allow the player to collect artifacts from the aliens and examine those artifacts after bringing them to the past. Unfortunately, we were unable to integrate this mechanic in time. However, we still managed to complete this game and integrate the most important mechanic, which is the use of time travel. This game was a great learning experience and taught us to improve on our planning of future games so that we do not bite off more than we can chew. The process definitely involved challenges, but we overcame as much as we could and all pulled through in the end. We are happy with what we created and believe that we could perhaps expand off of this game in the future. 

RAW PLAYTESTING NOTES  (From several people so there are redundancies):

  • Jump on spacebar
  • health bar
  • faster time travel
  • Ducking
  • spamming is a problem
  • Not walls in the future and stuff
  • Enemies come back if you time travel back
  • Sprinting!
  • Ammo and reloading
  • AI takes a second to notice you
  • AI can shoot at you from offscreen
  • uncertain where you're able to time travel (holding f at start and wasn't doing anything)
  • died repeatedly at start (time traveled to middle of enemies for a while)
  • wasn't thinking to go to the right for a long time
  • looks like the gun's aiming up but you shoot right
  • Instinct is to press space to jump
  • Shooting as soon as they spawn
  • Still confusion about where to spawn
  • Animation stopped for some reason near spawn?
  • Larger indication of when you're time travelling - completion bar
  • A bit unfair enemies can shoot through obstacles
  • Time travel doesn't maintain the state of the future
  • Expected position to map better to the future (better indication)
  • Cool concept to apply to a specific puzzle (other than "where do I stand")
  • Tried to shoot various things in the starting room
  • Not sure what the time travel button did at first (add more indication)
  • Again wanted a crouch/dodge feature
  • Assume space = jump
  • Artwork is cool
  • Snippets of lore/information
  • Movement feels a little clunky (game speed is halved)
  • Add music/SFX

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