To Azimuth Has Been Greenlit! | Gameplay "Footage" | New Music
It's a big update today, everyone! First, we're incredibly happy to announce that To Azimuth has been Greenlit on Steam! Thank you to each and every person who voted for us on Greenlight. You are all amazing.
Secondly, and less happily, we've been wrestling with some issues that are preventing us from getting an acceptable-quality capture of gameplay footage. We're trying to get it figured out, but with so little time left in the campaign (only one week, and $15,000 left to go), we decided to go ahead and share some of that footage in short gifs. It's far from our ideal way of sharing new gameplay, but at the moment it will have to suffice. As soon as we have everything figured out, we will post a full HD video of the footage.
We also have three new demos from Neutrino Effect. Like everything else at this point, they are still works-in-progress, but we're excited to share as much of our work with you as we can!
(This is going to be a gif-heavy section, so apologies in advance.)
These are gif captures of the gameplay video that we're putting together (and that has hit some snags in the past couple of days). As soon as the video is to the point that we're okay with the quality, we'll post it in a future update. Further technical difficulties notwithstanding, it should be up in the next day or two.
As a bit of setup, this section of gameplay takes place on a NASA campus. Nate is investigating the area after having spoken to an Engineer who works there named Noah Clarke. According to Noah, Eli had been visiting him his office fairly frequently for the past few weeks. Suspicious of what they might have been discussing, Nate has broken into the campus after-hours.
First up is a clip that answers a question that we've received a few times – will Nate and Susannah be able to run?
Yes. The answer is yes.
In the original prototype footage, we used what was essentially a camera zoom to investigate objects more closely. We'll be implementing that particular method as it works, but in larger areas such as this, that much movement would likely serve to make players motion-sick. So we'll also be utilizing a sort of “split-screen” camera to allow closer inspection of objects, especially those that need to be read.
In this particular instance, searching the visitor's list reveals the office that Eli had been visiting, presumably Noah's office. Investigating this particular document is not the only way for the player to figure out where Eli had been going, however; there are other clues that would eventually point the player in the same direction.
Instead of having a static in-game map, we'll instead be moving the camera around to give the player a larger view of the area around them. Here, the camera pulls back to give a view of this entire section of the building. We're also developing several ways for the environment itself to highlight the direction of the next goal.
In this example, we've used lighting to highlight paths that take the player to their destination. We want to avoid simply marking a specific waypoint. Instead, we're focusing on ways to guide the player toward a destination so we can avoid causing a situation where the player has no idea 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 is another example of the split-screen technique we're using. Here, the player can search for the office listed for “Clarke, N.” Once again, though, this isn't the only way the player can deduce this information.
This last bit is a morsel of story content – Noah obviously knows what Azimuth could refer to.
(Note: If you'd like a higher-res shot to actually read what's on the paper in the gif, we have that for you right here)
As mentioned above, we have three new demos from Neutrino Effect to share today:
It's the final week of the campaign, and we're at 27 percent funding. It's far from an ideal situation, but we're sending out a final wave of e-mails to try to promote the campaign and we've seen some really great support from our backers on Twitter and Facebook. We're hoping that will continue, because we definitely need all of your help!
Things are looking fairly grim, but we won't stop trying until we have to!