Design Docs

RPG98 Design Docs Page 12 — Game State & Menu State Management

Reaver’s Rest Design Document

Page 12: Game State & Menu State Management

Overall Approach

The client uses a simple, lightweight state machine to manage transitions between menus, the hub, dungeons, and loading screens. All important game logic (combat, loot, economy) remains server-authoritative. The client focuses on smooth rendering, input handling, and displaying server-synced state.

Major Game States

  • Splash / Boot Screen Displays logo and loads core assets. Transitions automatically to Main Menu.

  • Main Menu Login / account creation, character select/create (initially simple username/password). Options: Play, Settings, Quit.

  • Hub (Blackthorn Hollow) Safe town state. Player can move freely, interact with NPCs/buildings, trade, check stash, use Aether Forge, view Bounty Board, and queue at the Dungeon Portal.

  • Loading / Dungeon Entry Triggered when queuing. Shows progress bar while receiving map data and baking static background. Includes flavor text.

  • Dungeon (Active Run) Real-time gameplay inside a procedurally generated dungeon. Combat, movement, looting, and extraction are active.

  • Respawn (Reaver’s Rest Back Room) Temporary state after death. Player appears in the back room of Reaver’s Rest with no equipped gear. Transitions back to Hub state.

  • Extraction Success Brief victory screen showing extracted items before returning to Hub.

  • System / Pause Menu Accessible via Start button in most states. Includes settings, logout, and quit options.

Button Mapping Across States

In Dungeon (Combat):

  • A (tap) — Basic attack
  • A (double-tap) — Charged / heavy attack
  • B (hold) — Sprint
  • B (double-tap) — Class special movement ability
  • X — Equipped Ability Tome
  • Y — Class starter ability (permanent)
  • R1 (hold) — Raise physical shield / shield walk
  • R2 (hold) — Open quick-use menu (potions, food, consumables)
  • L1 — Cycle targets
  • L2 — Open radial communication wheel
  • Select — Open inventory / gear screen
  • Start — System menu

In Hub (Blackthorn Hollow):

  • A — Interact / talk to NPC or use object
  • B — Sprint (limited or disabled in tight areas)
  • X / Y — Context-sensitive (e.g., quick stash access or confirm actions)
  • R2 — Quick-use consumables (if any)
  • L1 / L2 — Not used or repurposed for radial / secondary actions
  • Select — Open full inventory / stash / gear management
  • Start — System menu

In Menus (Inventory, Stash, Aether Forge, Bounty Board, etc.):

  • D-pad — Navigate options
  • A — Confirm / select
  • B — Back / cancel
  • Select / Start — Close menu or switch tabs where appropriate
  • Other buttons generally disabled or mapped to quick actions

Radial Communication (anywhere):

  • L2 — Open radial wheel
  • L1 / R1 — Cycle wheels
  • D-pad — Select option
  • A — Send
  • B — Cancel

Menu Hierarchy & Flow

  • Deep menus avoided — most actions are context-sensitive or proximity-based.
  • Inventory / Gear Screen (Select in Hub): Tabbed view for stash, equipped gear, augments.
  • Dungeon Queue Menu — Opens only when standing at the Dungeon Portal. Shows mode selection and group status.
  • Quick-Use Menu (R2 in dungeon) — Simple list or wheel for potions and food items.
  • System Menu (Start) — Always available; includes settings, logout, and quit.

Persistence & State Transitions

  • Hub state is the “home” state — most persistence (stash, friends, unlocked augments) is saved here.
  • Dungeon state is temporary — death or extraction returns the player to Hub.
  • Loading state handles map baking and entity spawning.
  • Respawn state is brief and transitions automatically back to Hub after a short delay or player input.

Design Guardrails

  • Keep state transitions fast and obvious.
  • Avoid nested or complex menus — prioritize context-sensitive actions.
  • Button meanings must feel consistent and intuitive across states.
  • All critical actions (especially combat) must remain responsive on the Miyoo.
  • Menu states should never interrupt gameplay flow for more than a moment.

Version 0.4 • April 2026 Previous: Page 11 – Technical Implementation & Client Optimization Next: Page 13 – Save System & Persistence