Take the 2-minute tour ×  First off, I'm not referring to scene
management; I'm defining game state loosely as any sort of state
in a game which has implications about whether or not user input
should be enabled, or if certain actors should be temporarily
disabled, etc.  As a concrete example, let's say it's a game of
the classic Battlechess. After I make a move to take another
player's piece, a short battle sequence plays. During this
sequence, the player shouldn't be allowed to move pieces. So how
would you track this sort of state transition? A finite state
machine? A simple boolean check? It seems the latter would only
work well for a game with very few state changes of this sort.
I can think of a lot of straightforward ways of handling this
using finite state machines, but I can also see them quickly
getting out of hand. I'm just curious if there's a more elegant
way to keep track of game states/transitions.  share|improve
this question Have you checked out
gamedev.stackexchange.com/questions/1783/game-