With the upcoming 3D-GUI, I just realized the need to write a new pause system from scratch, mostly because of the mesh-base nature the current GUI already has. This means there are certain entities that will have to be paused when the player hits the button, and others that simply will not be affected by the game state.
The inventory GUI is a good example. Because its base will be 100% 3D, it was really necessary to think in this sort of new pause functionality prior to start designing the inventory itself.
So, in the next video I will show this already implemented idea working with the health pool while our game is paused. That´s the same mechanic you will be able to see with the new inventory: the idea to discriminate what entities are determined by the game state, and what entities are necessary to work as a GUI System -for example-, and thus be independents of the game state at all.