Sorry for the longass wait at the menu, was talking to someone on a voicecall. Starts at 0:10 seconds.
Maze prototype in AGS. An attempt to do a first-person maze for a point and click adventure game I'm working on.
EDIT: It's been a while since I looked at it, but here's how it worked from memory;
The maze was made from multiple rooms, and each room contained 4 OBJs (RoomXY, where X is the Room Number and Y is the Direction, e.g. Room1N, Room1E, Room1S, Room1W, then I'd do Room2N, etc).
Each OBJ had a translucent hitbox representing a region or hotspot. When turning, I would disable the currently faced OBJ and switch on a new one (or I would move them in / out of the room). There would be hotspots/regions at the top, bottom, left and right of the screen, and when the player would interact with them, we would do something like;
1) Play sound effect (footsteps)
2) Object - Switch object back on (0)
3) Object - Set object view number (0, 1)
4) Object - Start object animating (0, 1, 3, False)
Game - Pause command processor for a set time (40)
Object - Remove an object from the room (0)
I believe I also got this to proceed further with a very complex room numbering system which involved a huge number of rooms and having a 6x6 pixel matrix in the centre of the screen where an invisible character would walk north, south, east or west at any given time to advance to the next 'room'. It's all lost to time now...