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We also use the environment to highlight the direction of the next goal. In the example below, when the camera pulls back you can see how lighting signposts a path that will take the player to the objective.
We want to avoid simply marking a specific waypoint, focusing instead on guiding the player intuitively toward a destination. This will, hopefully, prevent the player from getting stuck and not knowing where they’re supposed to be going, while also avoiding an overly straightforward ‘Point A to Point B to Point C’ style of gameplay.
This zooming-in technique also allows for further interaction with some objects. In the example below, it's an elevator control panel. As the player rides the lift, it also neatly demonstrates the system of on-the-fly room generation used in To Azimuth. As gaming elevators go, we think this looks pretty cool.
Thanks for stopping by. If you haven't already - and if you like the look of the game - don't forget to add To Azimuth to your wishlist.
In the game's larger areas, lights brighten and dim based on the camera's location. In addition to providing a surreal aesthetic/feeling, this method also allows for more 'real-time' lighting without absolutely crippling performance.
Hope this has been enlightening for you.
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