Live data from Hacker News

Game devs explain the tricks involved with letting you pause a game

kotaku.com

261–270 of 273 posts

Re: Game devs explain the tricks involved with letting you pause a game

#261
post #161

Earlier quoted context omitted.

There's a book I read a while back named "Longitude" that maps the storied quest in science to improve upon dead reckoning by devising greater and greater accuracy in time pieces used on ships. Iirc it was a fun read if anyone else finds that sort of thing interesting (as I do.)

What other books do you like?

Pick a subject I guess, that's a really hard question

Re: Game devs explain the tricks involved with letting you pause a game

#262

Earlier quoted context omitted.

But if you were a game dev, you would understand why it‘s not as easy as it seems to outsiders. :)

I'm not saying it would be trivial, but I bet that once you figure out a workable pattern, you could replicate that on other games. One idea that might be relatively easy to implement- Slow the framerate down to something super slow instead of fully stopping

Ah, but now your pause menu feels like total garbage to use!

Re: Game devs explain the tricks involved with letting you pause a game

#263

Earlier quoted context omitted.

That's not more of a problem than synchronizing the player names at game start. It's table stakes for an online game.

If you synchronize the seed at game start for speedruns, the seed is the same for everyone, and players can again manipulate their luck, so nothing was gained.

If you run a game entirely between colluding parties, cheating speed runners can just hack it to do whatever they want anyway. See the Dream Minecraft thing from several years back. Speed running claims may be cheated in a thousand ways. It's up to the people who care about it to establish and enforce rules.

But if you're running a multiplayer game with random elements and aren't colluding, you don't have to let a malicious party set the RNG seed to whatever they like just because you agree on it at game start. There's any number of simple cryptographic protocols that allow each peer to contribute equally to the RNG state based on having a separate commitment phase. And it's a lot easier to run a quick cryptographic setup than it is to have constant input-driven adjustment.

Re: Game devs explain the tricks involved with letting you pause a game

#264

I was suspicious of those random game developers getting quoted, and this is the pinned post of the one giving this cute silly story about slowing down game speed time: "Announcing TORMENT HEXUS, a match-3 roguelike about putting technofascist CEOs on the wrong side of skyscraper windows! [...] And remember: they SHOULD be afraid of us. #indiedev #indiegame" Weird times.

Eh, I remember the myriad of both "Torture Bin Laden" as well as "Torture George Bush" flash games in the early/mid 2000s. I think it's very on brand for indie developers.

I don't believe those are the same thing. Many people lately seem just frankly enthusiastic about political murders.

Re: Game devs explain the tricks involved with letting you pause a game

#267
post #266

Earlier quoted context omitted.

Pick a subject I guess, that's a really hard question

Last two books that you read?

"Build Your Own Metal Working Shop From Scrap" by David Gingery which covers everything from building a foundry to making all your tools from first principles using nothing but river sand and junk metal for smelting.

"On Trails" by Robert Moore that discusses how walking paths from the first peoples persist, grow and change over hundreds of years, along with advances in walking trail design in recent years to become a part time recreational activity vs the pure utility of terrain traversal as they first were. Covers how a trail is a "living thing", as it were, because any who tread on it help reinforce it. Covers non human trails like ants and their reenforcement via pheromones and the like.

Re: Game devs explain the tricks involved with letting you pause a game

#268
post #194

Earlier quoted context omitted.

Saving the current state? What does that even mean? You don't save transient things like visual particle positions but it's something you expect to persist between pauses. Pausing the render? But not the physics so you keep falling? You need to pause many systems. At the very least you'd want to pause gameplay, and sound and physics. You'd want to keep input and some of the UI unpaused. If you have a fancy UI with VF…

And if you pause sound in Unity using AudioListener.pause = true, which is supposed to make life easier, but ends up being useless if changing settings/clicking buttons has audio feedback, or changing the volume has audible feedback to tell you how loud, or you allow to change voice style, and on and on. Repeat that for every system - all those edge cases for each system can waste a lot of time and energy.

Like most "difficult" problems it's only difficult when you don't design for it from the start (including when you inherit design decisions by choosing a pre-made engine). If you design things properly you will have different time contexts for things inside the game simulation and UI - and that's useful even without pause as you'll generally want to control the timescales for those separately.

Re: Game devs explain the tricks involved with letting you pause a game

#269
post #98

This is silly reporting with a couple of interesting stories. Forget about the technical ways of doing it. Doing it at all changes the game experience. Pausing a game has a massive impact on the game experience. It lets you break the fourth wall experientially. Not wrong, but it changes the dynamic of the game. Same as saving at any time does. As losing your loot or your life permanently does. Not wrong, but a hard c…

> Same as saving at any time does. As losing your loot or your life permanently does. Not wrong, but a hard choice that appeals to some players and not to others.

That choice should be left for the player.

Re: Game devs explain the tricks involved with letting you pause a game

#270

Earlier quoted context omitted.

I'm not saying it would be trivial, but I bet that once you figure out a workable pattern, you could replicate that on other games. One idea that might be relatively easy to implement- Slow the framerate down to something super slow instead of fully stopping

Ah, but now your pause menu feels like total garbage to use!

You can adjust the frame rate based on whether the user is actually interacting with the window and whether the window is currently not shown at all. This is not hard to do at all, burning CPU and CPU cycles just to show a static frame (or nothing at all while the window is minimized) just means the developer doesn't care.
Post reply on HN