By menus, I meant the ones accessed in the overworld outside the combat. Going to menu, viewing inventory- viewing status pages, changing equipment etc. etc..
Visual Reference that I could think of:
OVERWORLD
MENU SYSTEM WITH ITS SUBMENUS
Should I use two (or more) separate rooms for that or should I just drawn the whole menu over the overworld screen- pausing objects there? Or is it up to personal preference?
If making two rooms for overworld and the whole menu system would be the preferred way, how can I implement that properly to still keep the things from the overworld screen where they are? Would temporarily turning the overworld room persistent do the trick or is there something I should know?
As for battle, heh.. of course battle interface has to be in the same room drawn in the corner or something - that's how turn based rpgs look like after all. That would look hilarious if I'd throw simple commands like attack, skills, item and run on the whole screen in a separate room.
So following the same visual reference, let's say, that the battle system would look like this: (interface-wise // the game actually will look totally different than that)
So no worries about menus in there- that will not be a problem.
But again- the battle screen is totally different than the overworld - I assume using separate rooms && temporarily setting the overworld one to persistent would be okay?
Or... is there another, better way to handle that kind of things?