Descrição
Currently, I haven't adjusted the movement for the slow-mo feature. Because you get more physics updates in less time, which means more acceleration is applied to your strafes.
But I think that's kind of interesting. I might end up adding a cap to its use, or at least nerfing the acceleration gains a little bit.
Keen eyes will notice the timer marches on in realtime despite the player being in slow motion. I had to implement this as originally the timer slowed with the player. But I'd like the option to have realtime in effect even with player-time being scaled down.
So there's perhaps an interesting trade-off to explore: you can use slow-mo for accuracy AND more efficient speed gains. But you're also slow, and slow is not fast. And this game is about fast!
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Proof of concept, working from scratch using the following:
Godot Engine 4.3 https://godotengine.org/
FuncGodot https://github.com/func-godot/func_godot_plugin
Trenchbroom https://trenchbroom.github.io/