Transitioning game states when using a stack of states

Started by
9 comments, last by L. Spiro 7 years, 7 months ago

As Kylotan says though It is a fine line and I am having trouble deciding what constitutes as a "GameState" and "ScreenState".

Not in this case.
There is a fine line when 2 states have very similar sets of rules, gameplay, or functionality.
Here, you have a single set of rules and gameplay (the GameState) and while keeping it persistent you want to add layers of menus on top of it.

Nothing tricky about this case. You want a single state and a menu/UI system on top of it. The UI system implicitly will allow layers and allow you to block input to the game, easily achieving the desired effect. I would also shy away from calling it a “screen”. That’s just another layer of ambiguity.


Don’t overcomplexificationatize things.


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

This topic is closed to new replies.

Advertisement