To replicate the 'lazy susan' movement of the house, the structure was split up into three parts and sectioned off so each room could have
its own 'piece'. The camera was parented to an actor that would rotate to the next room when the player clicked on the doorway leading to it.
Each room had an overlap box that would trigger any room events that happened during the room change. For example, whenever the camera
would move into the kitchen, the hanging lights would swing to give it the feeling that the whole house was rotating.
The game takes place in a surreal setting, almost like an M.C. Escher drawing. Some are to realize that the placement
of the window doesn't make sense at all. An actor was created to help show the sky behind the window. The blueprint consisted
of a small chunk of the wall and a dome with panning sky material to give it some depth and for the final scene when the imp
flies out the window. This actor was one of the things that was triggered when the camera enters the kitchen. When the camera returns
to the living room, the blueprint is deactivated.