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"The Arcaniary. The Blue Mists. The World Apart. And many other names besides. It's the place magic comes from, the place spell-crafters move in and out of. It's always described as blue mist, and impossible rock formations, and blazing-starred skies.

"What greater call to an adventurer? What an adventure it would be to visit such a place! What would I discover there, and see? For almost as long as I've adventured--maybe longer--I've wanted to explore its depths.

cutscene1 1

"But only spell-weavers can enter it, and to take up magic requires a sacrifice. When one is young, this could be one's memories, or ties to family, even physical life, or something else besides. But once one has found a path in life, only the sacrifice of that path will do. To go back on the sacrifice would bring death.

My path is adventuring. It always has been; it burned in my blood the day I was born. To learn magic, I would have to give up adventuring, my life--the very reason that I want to enter the other world.

"But in a tavern recently I heard a story, of a lost city and a door that led directly into the Mists. No magic training. No sacrifice. It could be just a story, or its meaning lost over the centuries. Even if it is, chasing it sounds like an adventure in itself.

"And if it's true. If there really is a door..."

A Door to the Mists is a first-person video game in a fantasy setting, featuring exploration, traversal, puzzle-solving, and sparse combat.

Features:

  • Ledge-climbing
    • In short, if it's solid, within reach, sufficiently flat, and has sufficient space, you should be able to climb onto it.
  • Combat
    • One-on-one melee; inspired by the Quest for Glory series
  • Exploration
  • Traversal challenges
  • Puzzle-solving

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Greetings and salutations!

This week's screenshot shows an old view, re-captured under the new shaders:

Screenshot from 2020 03 26 22 17

The week just past was a bit of a short one as regarded my work on A Door to the Mists: on Friday I embarked on a weekend game-jam, part of a charity drive by gamedev.world in aid of devs left stranded by the Covid-19 measures. A little more on that at the end of the post, but first, the work done on A Door to the Mists:

Once again, the main of the work done in the week just past was aesthetic in nature.

For one thing, I dimmed the leaf-litter in the barrow-level: I felt that it was a bit too bright as I had it before.

Screenshot from 2020 03 30 18 27

For another, I transferred the main player-light shader's aesthetic changes into the more-specific player-light shaders: now murals, animal-signs, curtains, and so on should all shade similarly.

I also did some reworking of the manner in which my player-light shaders handle "blob-lights": I had discovered that, as I had them, they produced inconsistent light-thresholding--in particular, hard-edged thresholding where it was otherwise rather softer. This should be rectified now!

Screenshot from 2020 03 30 18 13

And along the way I made a few other changes that don't seem worth detailing!

I mentioned at the start of this post that over the weekend I took part in a game-jam. That jam was the "GDC Relief Jam" (https://itch.io/jam/14068/), hosted by gamedev.world.

For my entry I built a small exploration game: the player takes the form of a fire(-ish)-bird and collects rainbow-lights, each representing a type of human "connection", all scattered around a little low-poly scene.

And as a bonus, I got to implement a mechanic that for some time now I've somewhat wanted to make use of: A simple 3D flight model, inspired by the dragon-flight in Drakan: Order of the Flame, complete with gliding! ^_^

Screenshot from 2020 03 30 07 40

The jam has left me rather tired--and so, this post aside, I intend to take today off!

That then is all for this week--stay well, and thank you for reading! ^_^

Colour and Lighting and Blood

Colour and Lighting and Blood

News

In which aesthetic changes continue, in a variety of elements; the barrow-level's surrounding forest is improved (I feel); grass is brightened and greened...

Shiny Things and Distant Trees

Shiny Things and Distant Trees

News

In which the sunlight shader sees further work; parts of the prologue's perimeter are updated in response to the shader-work; the barrow's surrounding...

Aesthetics under Lantern and Sun

Aesthetics under Lantern and Sun

News

In which further changes are made to the aesthetics of the player-light shaders; work is begun on changing the aesthetics of the sunlight shaders; some...

Culling the To-Do List

Culling the To-Do List

News

In which aesthetic work continues; the game's to-do list is attended to; some tutorialisation is addressed; the jigsaw minigame gets an internal reworking...

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REDUX Demo, Update v0.8.5 (Windows 64-bit build)

REDUX Demo, Update v0.8.5 (Windows 64-bit build)

Demo

An updated version of the Redux Demo, incorporating several significant changes (and lots of minor ones)! The Redux Demo is a significantly reworked and...

REDUX Demo, Update v0.8.5 (Linux 64-bit build)

REDUX Demo, Update v0.8.5 (Linux 64-bit build)

Demo

An updated version of the Redux Demo, incorporating several significant changes (and lots of minor ones)! The Redux Demo is a significantly reworked and...

REDUX Demo (Linux 64-bit build)

REDUX Demo (Linux 64-bit build)

Demo

A significantly reworked and revised version of the demo, incorporating feedback on the old demo. This is the Linux 64-bit version. Ver. 0.8.1

REDUX Demo (Windows 64-bit build)

REDUX Demo (Windows 64-bit build)

Demo

A significantly reworked and revised version of the demo, incorporating feedback on the old demo. This is the Windows 64-bit version. Ver. 0.8.1

Revised Combat Prototype, Linux 64-bit

Revised Combat Prototype, Linux 64-bit

Demo

A simple prototype of the revised combat mechanic for A Door to the Mists. This is the Linux 64-bit Build. Note that the assets used here are almost all...

Revised Combat Prototype, Windows 64-bit

Revised Combat Prototype, Windows 64-bit

Demo

A simple prototype of the revised combat mechanic for A Door to the Mists. This is the Windows 64-bit Build. Note that the assets used here are almost...

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soniiiety
soniiiety

wow very awesome when will full game be out?

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A Door to the Mists
Platforms
Windows, Linux
Creator
IanEborn
Engine
Panda3d
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Genre
Adventure
Theme
Fantasy
Players
Single Player
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Indie
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Latest tweets from @ebornian

A little more work on the darkness--or lack thereof--in my "Wandering Visual Novel"! ^_^ #vndev #visualnovelT.co

Apr 4 2020

It's dark down here... o_o A simple "darkness" effect for use in the basement area of my "Wandering Visual Novel"!… T.co

Apr 4 2020

RT @thesamwisest: Don’t forget that #CouchCon starts TONIGHT! Organized by @ChromatiChimera, and featuring channels @HwithoutLimitsT.co

Apr 3 2020

A short look at some reworking that's been done to the tutorial in A Door to the Mists! Youtube.comT.co

Apr 3 2020

I'm contemplating melting down some chocolate (ordinary slabs, not cooking chocolate). However, at least one site… T.co

Apr 3 2020

RT @Mekesariistaken: [ Retweets ❤️] Hello everyone unfortunately the other day I broke my drawing tablet and well. Kinda need that to ma… T.co

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RT @tha_rami: 1 hour remaining for the GDC Relief Bundle - 170+ items by 100+ developers and creators - Minimum $1, Pay What You… T.co

Apr 3 2020

Breakfast is served in my "Wandering Visual Novel"! ^_^ (The fellow breakfasters have yet to be added.) #vndevT.co

Apr 2 2020

LOOM: Mysterious and artistic, yet with a certain structure in responding to reversed casting Arx Fatalis: Clunky,… T.co

Apr 2 2020

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