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Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
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.
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.
Until next time.
Matt
http://store.steampowered.com/app/404380
Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
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.
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.
Until next time.
Matt
http://store.steampowered.com/app/404380
Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
Hey everyone.
Another post! This time we wanted to share with you a little info on the lighting in To Azimuth.
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.
The lighting is heavily influenced by stage lighting, allowing changes to lights in real-time that are not quite 'realistic', but instead provide a somewhat surreal and stage-like quality.
Between inside and outside areas, ambient lighting composition may change.
Hope this has been enlightening for you.
Until next time.
Matt
http://store.steampowered.com/app/404380
Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
Hey everyone.
Another post! This time we wanted to share with you a little info on the lighting in To Azimuth.
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.
The lighting is heavily influenced by stage lighting, allowing changes to lights in real-time that are not quite 'realistic', but instead provide a somewhat surreal and stage-like quality.
Between inside and outside areas, ambient lighting composition may change.
Hope this has been enlightening for you.
Until next time.
Matt
http://store.steampowered.com/app/404380
Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
Hey everyone.
We're hoping to start sharing more To Azimuth info with you over the coming months. The finishing touches are just being put to a new trailer, and that should be ready in the next couple of weeks.
In the meantime, here's a quick look at the system of on-the-fly room generation used in To Azimuth.
Rooms are arranged off screen then assembled as needed. The effect is intended to be seamless, creating a 'flow' to the area as the character moves between rooms and hallways.
As demonstrated in the clip below, camera transitions can flow from one to another with minimal jumping or cutting, so as the character moves from room to room, sections of the area smooth together, as opposed to cutting hard between transitions.
That's all for now. See you again next week.
Matt :)
http://store.steampowered.com/app/404380
Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
Hey everyone.
We're hoping to start sharing more To Azimuth info with you over the coming months. The finishing touches are just being put to a new trailer, and that should be ready in the next couple of weeks.
In the meantime, here's a quick look at the system of on-the-fly room generation used in To Azimuth.
Rooms are arranged off screen then assembled as needed. The effect is intended to be seamless, creating a 'flow' to the area as the character moves between rooms and hallways.
As demonstrated in the clip below, camera transitions can flow from one to another with minimal jumping or cutting, so as the character moves from room to room, sections of the area smooth together, as opposed to cutting hard between transitions.
That's all for now. See you again next week.
Matt :)
http://store.steampowered.com/app/404380
Hey all! Three Fourths Home: Extended Edition recently released on consoles in North America, and to celebrate we've put the Steam edition on sale for 33% off! -------------------------------------------------------------- About the Game Three Fourths Home: Extended Edition is an expanded release of the 2015 IGF-Nominated Three Fourths Home. Featuring a new edit of the main story, a new epilogue, and several extra features, it serves as the definitive version of the acclaimed visual short story.
Hey all! Three Fourths Home: Extended Edition recently released on consoles in North America, and to celebrate we've put the Steam edition on sale for 33% off! -------------------------------------------------------------- About the Game Three Fourths Home: Extended Edition is an expanded release of the 2015 IGF-Nominated Three Fourths Home. Featuring a new edit of the main story, a new epilogue, and several extra features, it serves as the definitive version of the acclaimed visual short story.
Hey all, we've released a patch addressing some bugs and various minor tweaks. ------------------------------------------------------------ Three Fourths Home: Extended Edition v1.02 Full Changelog: -- Fixed bug impeding progress for some during Ben's story in a loaded game -- Fixed bug that occasionally stopped radio playing instead of continuing to another song in main game -- Fixed bug in load that would not detect that part of epilogue had already been completed -- Fixed bug that changed environment early in epilogue for some in loaded game -- Fixed bug that would skip part of epilogue for some from a loaded game -- Fixed drawing order of fire hydrant in epilogue -- Fixed stuttering that would occur for some users when walking right in epilogue -- Various minor tweaks
Hey all, we've released a patch addressing some bugs and various minor tweaks. ------------------------------------------------------------ Three Fourths Home: Extended Edition v1.02 Full Changelog: -- Fixed bug impeding progress for some during Ben's story in a loaded game -- Fixed bug that occasionally stopped radio playing instead of continuing to another song in main game -- Fixed bug in load that would not detect that part of epilogue had already been completed -- Fixed bug that changed environment early in epilogue for some in loaded game -- Fixed bug that would skip part of epilogue for some from a loaded game -- Fixed drawing order of fire hydrant in epilogue -- Fixed stuttering that would occur for some users when walking right in epilogue -- Various minor tweaks
Hey everyone, Steam Trading Cards are up and running for Three Fourths Home: Extended Edition! With card drops enabled, badges, backgrounds, and emoticons are also now available. ----------------------------------------- About the Game Three Fourths Home: Extended Edition is an expanded release of the 2015 IGF-Nominated Three Fourths Home. Featuring a new edit of the main story, a new epilogue, and several extra features, it serves as the definitive version of the acclaimed visual short story.
Hey everyone, Steam Trading Cards are up and running for Three Fourths Home: Extended Edition! With card drops enabled, badges, backgrounds, and emoticons are also now available. ----------------------------------------- About the Game Three Fourths Home: Extended Edition is an expanded release of the 2015 IGF-Nominated Three Fourths Home. Featuring a new edit of the main story, a new epilogue, and several extra features, it serves as the definitive version of the acclaimed visual short story.
Three Fourths Home: Extended Edition has been updated to version 1.01. Among a few bug fixes, we've also added new options to improve upon the player experience. ------------------------------------------------------------ Three Fourths Home: Extended Edition v1.01 Full Changelog: New Additions: - Credits are skippable after having seen them once - New option to make in-game font bold - Selected in-game text now moves slightly to increase visibility Fixes: - Anti-aliasing preference saved to wrong file if changed during epilogue, fixed - Opening menu during To Phoneanimation in epilogue would cause conversation trigger to fail, fixed - Saving/restarting during the final dialogue conversations would reveal light grey background, fixed
Three Fourths Home: Extended Edition has been updated to version 1.01. Among a few bug fixes, we've also added new options to improve upon the player experience. ------------------------------------------------------------ Three Fourths Home: Extended Edition v1.01 Full Changelog: New Additions: - Credits are skippable after having seen them once - New option to make in-game font bold - Selected in-game text now moves slightly to increase visibility Fixes: - Anti-aliasing preference saved to wrong file if changed during epilogue, fixed - Opening menu during “To Phone”animation in epilogue would cause conversation trigger to fail, fixed - Saving/restarting during the final dialogue conversations would reveal light grey background, fixed
Three Fourths Home: Extended Edition is Now Available on Steam and is 10% off!*
A visual short story set in Nebraska, Three Fourths Home follows an extended conversation between Kelly and her family during a drive home through an intense thunderstorm.
*Offer ends March 27 at 10AM Pacific Time
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