-
@lizardengland tbh, i have never shipped a game with a pause system implemented. it *does* sound like a lot of work, and like there'd be a ton of edge cases to deal with. i don't think there's much else that's global in quite this way... although this also ties into freeze-frame, if you do that
-
@lizardengland Beasts of Balance doesn't have pause, but does have selectable UI speed, and most of the code complexity is down that path... all the timer lengths go through a single function, that multiples it up or down, and the event sequencer knows not to advance sometimes.