no, no. The game development wasn't stopped...the pause I'm talking about is the in-game pause. Adam, don't worry :)
What is this pause for? Well, the game I'm developing is not an action game and even if some action will be present you'll might need to pause, think, give orders to your party members and only then continue to play (especially in big and complex combat scenes). If you're used to play "Dragon Age" or "Star Wars: Knights Of The Old Republic" you surely know the importance of pause in the gameplay.
Right now during pause you can only rotate the camera and switch party leader but as soon as I implement combat I'm going to add more actions (like attack, use item, etc..).
Visually there's nothing fancy, I'm just using a simple "vignetting" fx to show that the game is paused.
How this works? Unity has a useful property to set the speed of the physics engine. Just set "Time.timescale = 0" to completely pause the physics engine. Now every movement is stopped...but I still needed to move the camera so this forced me to juggle some code around the fact that during pause the FixedUpdate callback isn't called anymore.
Some extra features...Remember the old post about the "third person camera"? I improved the way the camera behave when the leader gets occluded by a thin object, like a pillar or a tree trunk.
Beware! The camera is shooting rays!
Instead of using a single raycast to detect if a collider is between the camera and the character, now I'm using 3 rays and the character will be in "occluded" state only when all rays are shorter than the minimum. Still not perfect, sure, but take a look at the video below for a comparison between the old and the new technique.
...right now there's still much to do and everything is not polished yet but...I was thinking about making a public alpha for you to test and comment..are you interested?
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