A surreal adventure game set against the humid haze of 1970s Alabama, To Azimuth follows Nate and Susannah Windham's search for their missing brother in two interweaving stories that explore mental health, war, and the paranormal.
Hey everyone.
We're back with another post, this time to take a closer look at how we handle looking closely at objects and items that can be interacted with in the game. So let's, um, take a look. Closely.
To allow close inspection of objects, especially those that need to be read, we use a sort of split-screen camera. In this particular instance, the player checks a document. As you can see, interacting with the document causes it to slide smoothly into the active screen view, allowing its contents to be easily checked.
[img]http://i.imgur.com/6V3NH6A.gif[/img]
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.
[img]http://i.imgur.com/pHBqXbn.gif[/img]
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.
Until next time.
Matt