• Register

"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.

"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.


  • 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
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Reworking Combat


Greetings and salutations!

This week's screenshot shows a glimpse of some changes being made to the combat mechanic, via related changes in the options menu:

Screenshot from 2019 09 15 03 46

As I believe that I mentioned last week, the period up until Thursday of the week just past was a partial rest-week for me; I only returned to focussing primarily on A Door to the Mists on Thursday. As a result, it wasn't a very busy week--but it did make for a nice change of pace for a while!

Still, some things did get done:

Something that seems to have been causing some trouble in the demo has been the rope-climbing found in the prologue level.

Those ropes are a little inexplicable: they're unmentioned before they suddenly appear out of nowhere, and are never mentioned or used again thereafter. Worse, I've had a report of a difficult-to-reproduce crash that occurred when using one of them, and possibly a case of a player ending up in a wall, as I recall.

So, I've decided to remove them. In their place, I intend to have the lift within the pyramid convey the player back up to the top.

I've begun implementing this: the ropes are gone, and the lift is partially functional in its new behaviour, I believe. It's a little awkward, as the lift's object-type wasn't designed with multiple destinations in mind. Still, I think that it's coming along.

But perhaps the biggest news this week is that I'm reworking the combat mechanic.

This, again, is something that demo-players have reported having trouble with. For one, respondents seem to have had trouble with the controls, finding the use of the mouse unintuitive. And in general, I have the impression that some have been finding the mechanic over-difficult, in a few ways.

So, I've set about reworking it.

To start with, I've removed the left- and right- dodge actions, leaving only a backwards dodge. Aside from reducing the number of actions involved, this removes the element of relative orientation from combat, leaving all motion to occur on a single line. Overall, this should hopefully simplify things somewhat.

Furthermore, with only one dodge-action, only one button-input is required for dodging, and it needn't be a directional one. (Specifically, it's now the "crouch" button.)

This frees up the directional movement-buttons for use in specifying a defence/attack direction, as at least one demo-player suggested, I believe. (The "looking" buttons (which are now defined even in the default keyboard-and-mouse button-bindings) can also be used for the same purpose, providing players a choice of whichever they find more comfortable.)

And with so much input done on the keyboard, I've implemented the use of the "jump" button as an alternative input for attacking, alongside the previously-extant use of the "action" button.

(I would like to keep the mouse as an option for inputting defence/attack directions, but with players disliking the cursor-based approach to that, I don't see a good way of doing so right now.)

I think that this new control scheme works. Is it better than the old? I don't know--I quite liked the old scheme. But it is simpler and quite intuitive, I think. We'll hopefully see what players say!


And I've taken a step further: For a while now, I've been a little dissatisfied with the combat AI. It was fine, I think--but it wasn't as good as I might have liked, and the code was a byzantine mess of arcane variables and equations.

So, with some trepidation, I've ripped out a good chunk of it, and built a new version.

This system essentially works by counting how often the AI's opponent performs a given action, and then treating that count as an "expectation". The more often the opponent does something, the more it's expected that they'll do it again--and the less it's expected that they'll do something else.

What's more, it keeps track of the opponent's previous action, too. This allows it to somewhat associate actions: if the opponent always follows a left-attack with a right, then the AI's expectation of a right-attack is higher after a left-attack.

Actions that are expected are then more-easily defended, while unexpected ones are less well-handled.

I've also brought to greater prominence the AI's ability to "make mistakes"--that is, to occasionally recover slowly from an action, giving the player an opening in which to attack.

(This system takes inspiration from both the old Quest for Glory games, and from sport-fencing, as I recall.)

I'll confess that I am a little sad about so reducing the mechanic--I quite liked the previous version. But, as they say, sometimes it's called for to "kill your darlings".

All that said, this new system is as-yet untested.

To that end, I've begun work on a new combat prototype, which I hope will both allow me to test the AI and, once ready, get some feedback on the new systems.

This prototype is very much a work-in-progress, but I hope to have it ready soon!

In the meanwhile, here's a screenshot of the prototype's player-model (seen from behind), and one enemy-model (possibly work-in-progress). I'm keeping the art-style very simple and slap-dash: it is, after all, just a prototype. (I haven't yet decided whether I'll light the models, or leave them flat.)


And finally, along with the changes to the AI, I've made some changes to the accessibility options available for combat. Instead of a single "difficulty level", there are now several separate changes that can be made. (And of course, "explorer mode" remains available.)

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

A Visual Novel Week

A Visual Novel Week


In which I have a bit of a rest after the demo's release; I nevertheless attend to quite a few issues raised by demo-feedback; a new version of the demo...

Demo Released!

Demo Released!


In which the demo is released; a serious bug exists in the current demo build; a new demo-build is planned; various materials are made and posted leading...

Demo Release Date Announced!

Demo Release Date Announced!


In which the demo release date is announced; plans for promotion during this week are given; some bugs are yet to be fixed during this week; the game...

Press kits and Screenshots

Press kits and Screenshots


In which a new version of Panda3D is released; this means that a demo-release announcement may come soon; screenshots and other promotional elements are...

Add file RSS Files
Demo (ver. 0.7.2), Windows 64-bit

Demo (ver. 0.7.2), Windows 64-bit


The demo for A Door to the Mists, Windows 64-bit build

Demo (ver. 0.7.2), Linux 64-bit

Demo (ver. 0.7.2), Linux 64-bit


The demo for A Door to the Mists, Linux 64-bit build

Wallpapers--PC and Mobile

Wallpapers--PC and Mobile


"A Door to the Mists" wallpapers, for PC and mobile (2 for PC, 3 for mobile)

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
A Door to the Mists
Windows, Linux
Send Message
Release date
Game watch
Single Player

Latest tweets from @ebornian

RT @altermentality: Celebrating Pirate Day by finishing off this DKC2 romhack (hopefully)! Come say hi to the Kaptain! T.co

18hours ago

RT @Sitaart: Firefly - from the series of commissions I drew about dragons, adventures, and mischief~ Fuzzy little pony or pega… T.co

22hours ago

RT @TabbyRose: Hey gamedev Twitter, tell me about your job/role! I'm teaching a class in the near future about game industry rol… T.co

23hours ago

Working on the combat-AI for A Door to the Mists. (Using stand-in models.) #ADoorToTheMists #gamedev #indiedevT.co

Sep 18 2019

RT @ncasenmare: NEW GAME! Based on my personal experience with anxiety disorder (and slowly healing), here's an interactive story a… T.co

Sep 17 2019

RT @altermentality: Today on stream (in about 30 min) I'm going to start a DKC2 romhack called the lost levels! Come join me as I react… T.co

Sep 17 2019

RT @CaseyExplosion: Looks like Steam's algorithm shat the bed again, tanking indie discoverability. If you're an indie dev, reply here… T.co

Sep 17 2019

Embed Buttons
Link to A Door to the Mists by selecting a button and using the embed code provided more...
A Door to the Mists
Last Update
2 members