When starting to put the levels together we had a plan. We knew the structure and (very roughly, admittedly) how they were going to interact with the rest of the world.
We ... don't have that for interfaces yet. Instead our plan at the moment is "a top-level HUD, a Menu Manager and they all hang off driver and probably get wired up to relevant things in some way!"
So before we barrel off into implementation land let's take some of the skeleton we have in place for hud / menus and try to figure out roughly how we're going to tie things together: what does signalling look like, how do we indicate we want a specific change to happen/be reflected in the UI. How does pause work? And stuff like that.
When starting to put the levels together we had a plan. We knew the structure and (very roughly, admittedly) how they were going to interact with the rest of the world.
We ... don't have that for interfaces yet. Instead our plan at the moment is "a top-level HUD, a Menu Manager and they all hang off driver and probably get wired up to relevant things in some way!"
So before we barrel off into implementation land let's take some of the skeleton we have in place for hud / menus and try to figure out roughly how we're going to tie things together: what does signalling look like, how do we indicate we want a specific change to happen/be reflected in the UI. How does pause work? And stuff like that.