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 vie
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).
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.
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
