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>More problematic was the seemingly simple fact that when a big block of text comes up on the screen the game effectively needs to pause so the player can read
by Uhhrrr 15y ago
>More problematic was the seemingly simple fact that when a big block of text comes up on the screen the game effectively needs to pause so the player can read it. You can’t just “hit pause” but need a separate state. This simple feature caused a lot of bugs. A lot. But we stomped them out eventually.
I would love to hear more of the gory details here.
- Oxryly 15y agoI doubt it's too gory... its probably just that "hitting pause" would pause whatever is deciding to put the block of text up so it would never go away...
- agavin 15y agoWell pause in video games is actually kinda complicated. By the jak period I had a pause mask (64 bits) that could pause all sorts of independant parts of the game separately. Particles, Camera movement, texture cycling, light changes, enemies, etc. Sometimes you just want to free the characters in place (and usually enemies and the like) but don't want the whole screen going motionless. For example in Crash, when Aku came out, I wouldn't want to pause the fruit from flying to the score. That would look odd. The Aku pause is to give the player a breather, not just to pause. Also, the real pause brings up the pause menu, which you certainly don't want with Aku.