A bounded, generic back/forward step through recent turns - a mode a game opts into
(useless in a permadeath roguelike, useful elsewhere), agnostic about what "a turn's
state" actually contains the same way SaveSystem is agnostic about what "the save"
contains: a game serializes its own turn-scoped state (a Level, a BoardGrid, whatever
it has) and this only ever stores and replays snapshots of it, never interprets them.
Distinct from Recorder/Player (item 42), which replay a whole Input.onAction log
deterministically for testing, not a bounded, player-facing "undo my last move".
A bounded, generic back/forward step through recent turns - a mode a game opts into (useless in a permadeath roguelike, useful elsewhere), agnostic about what "a turn's state" actually contains the same way
SaveSystemis agnostic about what "the save" contains: a game serializes its own turn-scoped state (aLevel, aBoardGrid, whatever it has) and this only ever stores and replays snapshots of it, never interprets them.Distinct from
Recorder/Player(item 42), which replay a wholeInput.onActionlog deterministically for testing, not a bounded, player-facing "undo my last move".Example