I have a simple dilemma, i cannot solve myself. Or rather, make up my mind.
I am making a game for both desktop and android devices. In my first game i was using "fps based movement". Which resulted game to run faster on some devices, due to the fact that not every device was running it on 60 fps.
I don't want to make same mistake, because this time it's not a puzzle game and its more action orientated.
But "distance traveled per time" is double edged sword. If device lags for 3 seconds, i might get dead.
Other option i thought of, hardcap FPS to 30. But then... how do i manage stuff like "buffs" and etc?... base them on time or frames passed?
Anyone could give me advice?