"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.
Greetings and salutations!
This week's screenshot shows work towards being able to operate the menus of A Door to the Mists without a mouse:
The week just past was, for the most part, a menu-focussed week:
Perhaps the first salient change of the week just past was an adjustment to the main menu, with thanks to critique given via Twitter.
Specifically, it was pointed out to me that as I had it, the title, menu-buttons, and backdrop created a sort of visual loop, and that this might be a little disorienting for some players. One suggestion for dealing with this was to move the title to a position above the menu-buttons--which is what I did.
And concomitantly, I adjusted the mist behind the title (and the buttons, while I was at it) to now flow from left to right, which I feel better fits this layout.
These changes are somewhat visible in the gif above, but as that animation quickly goes to other menus, let me post a gif showing just the main menu:
With that done, as well as a variety of smaller changes that don't seem worth detailing here, I moved on to another major task, one that I've had in mind for some time now:
Controlling the game's menus without mouse-input.
As you may recall, A Door to the Mists now supports input methods other than keyboard-and-mouse. But when using such a method, it might be inconvenient (or even infeasible) to switch over to a mouse in order to control the game's various menus and minigames.
Hence this task: implementing support for control of the various menu-elements via inputs other than the mouse.
It's a task that I'll confess had somewhat intimidated me. And yet, while there have been and remain some challenges in implementing it, the process has actually gone fairly smoothly thus far, thankfully! ^_^
(And my thanks to rdb of the Panda3D forum (who is one of the developers of the engine) for aid in figuring out a tricky problem regarding the operation of popup-menu buttons! ^_^)
That said, this feature is still very much a work-in-progress--there's much yet to be done, I think.
And that then is all for this week--stay well, and thank you for reading! ^_^
In which the key-mapper is finished; said key-mapper is available on GitHub; the GitHub version includes a Lander-style sample-game; a test-game for the...
In which the key-mapper test-game is polished; the same gains a new player-ability, and with it a new control-type to test; the key-mapper itself is near-done...
In which a game is made to test key-mapping; and a few minor bugs are addressed.
In which additional device support in the key-mapper is worked on; key-map profiles are added; and a handful of assorted changes are made.
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