Hey all,
I'm just curious, for people that have added elaborate menus/settings to their game, how they set it up and pros and cons they have found.
I don't just mean a simple pause menu that is one screen. Think multiple screens or options, whether it is settings like video/audio/gameplay/controls, or gameplay menus like inventory and other sub menus.
The way I see it, I can think of three different ways to set it up:
- Layer: Set up the menus on a layer and toggle visibility & interactive
- Events: Create & Destroy all menu aspects (sprites, text, etc) via events
- Layouts: Create a separate layout to switch to for these menus/settings
The first one seems the simplest to setup, with just creating hidden layers for everything. But it also seems the messiest, as the amount of hidden objects in your project will grow. Has anyone run into performance issues with this, or bugs to troubleshoot? (probably user-error bugs, like accidentally destroying/moving menu objects)
The third one also seems easy to setup, but depending on the game, might have a difficult time switching back to the original layout and having everything where it was before.
The second one seems optimal to me. But it does seem a tad more tedious if it isn't quite necessary.
Open floor - Just wanted to throw it out here to learn from anyone else's experiences or see if any of my thoughts are flawed. Feel free to suggest any other ideas or bring up any related points or questions.
Thanks.