Against the Storm (and excellent rouguelite city-builder) does this in a really cool way. Pausing is a core mechanic of the game, and you frequently pause while you place building or things like that - and all the visual animations stop (fire, rain, trees swaying, etc).
But when you find a broken ancient seal in the forest, the giant creepy eyeball moving around in it keeps moving even when you pause the game, which helps emphasise how other-worldly it is.
I find it confusing: for me a clear indicator the game is paused is all animations also pausing. Some games do not pause in menu’s, for example. And some do, but not when in a multiplayer session
I think it really just depends on the game and what purposes “pausing” serves in that game. Take a game like solitaire, for example: there is no meaningful “pause” feature you could add, since the game state only advances in response to a user action.
Other pause some underlying simulation while still letting you modify the game state, as an expected part of gameplay, like a city builder. As the user might spend a significant amount of time in a paused state building things, it would be pretty visually unappealing to have the entire world completely frozen the whole time.
Others might pause all gameplay entirely, such as for displaying a menu, in which case pausing even environmental animations might make more sense since the user isn’t actively playing.
For the second type, I would much prefer some GUI element to indicate the simulation is paused rather than freezing the whole game world, such as a border around the screen or maybe a change of color theme of the GUI or similar.
Torch flames and trees swaying in the wind do not affect gameplay at all - they're most likely done in a shader and I think it's easier to keep updating a time uniform than to add extra conditions everywhere :D
That's usually because the system that runs those things is independent of the timing of the main game loop. And then when someone finally gets around to implementing the pause screen, they still run even with the main game time stopped. And you look at it and think "eh, you know what - looks cool - we'll leave it".
> The developers just load up an old version of Unity to work in.
Exactly. It's common in game dev industry to keep using the same version of Unity for a project. Sometimes a minor version is updated, and I do mean sometimes, because large projects break for the smalles changes (despite semver).
Then why did OP decide to move the game to the latest engine? His game just failed to boot, nothing in logs. His guess was that maybe the behavior of some windows api changed. What should one do if such a thing happens for a giant project?
Maybe over the capacity allocated for VPN originating traffic? I would never interpret a user-facing error message like that on a public site to be a reliable claim of what's actually going on in the underlying infrastructure. For any service.
That's very charitable. I can't imagine that they would segregate bandwidth like that. I've never had Imgur work on VPN no matter the endpoint or time of day or week.
Chrome Version 147.0.7727.101 (Official Build) (64-bit). Windows 11 Pro.
Video: https://imgur.com/a/pq6P4si
I use uBlock Origin Lite. Maybe it blocks some crash causing script? edit: still no crash when I disabled UBO.
reply