Making To Azimuth: Keeping players on the right path (without using a map)

Hey everyone. Time for a new post. Here we share some info on how To Azimuth will make it clear to players where they should be going. Step right this way... Rather than having a static in-game map for the player to refer to, we instead move the camera around to give a larger view of the area around them. Here, the camera pulls back to give a long shot, which - in this instance - is for the purpose of showing the player where they should be going next (i.e. the building in the distance). [img]http://i.imgur.com/LXUelEm.gif[/img] 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. [img]http://i.imgur.com/5EViAlj.gif[/img] 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. 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