An adventurer with a yearning to explore the inaccessible, misty world of magic hears a tale of a door that opens onto that world, located in a lost city. She embarks on a journey through desolate and dangerous places to discover this city and its door, and enter the mist-world.

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An Exit Becomes a Teleporter

An Exit Becomes a Teleporter

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In which the effect of level five's blob-light is worked upon; a new lore-entry is written; a musical instrument receives label and description; additional...

A Return to Level Two

A Return to Level Two

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In which level five sees work on puzzle and audio; some goal-texts are added (and logic for one removed; a glowing crystal light acquires a new effect...

A Search Amongst the Books

A Search Amongst the Books

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In which puzzle-building continues; crystal lights are placed; one such light may be activated; crystal shaders are improved; and a musical instrument...

Glowing Gems

Glowing Gems

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In which development of a research-puzzle continues; level five sees some changes and refinement; crystal lights are added; and a crystal shader is developed...

A Lived-In Library

A Lived-In Library

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In which the book-generation scripts are expanded; the books of level five are re-generated; some personality is added to the resultant book-collection...

Many, Many Books

Many, Many Books

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In which work on level five continues; shelves are placed; a semi-automatic means of book-placement is devised and employed; and books suitable to such...

The Start of a New Level

The Start of a New Level

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In which cutscene music is chosen; a cutscene sound-effect is added; the cutscene in question is completed; and work is begun on a new level.

A Long Walk

A Long Walk

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In which difficulties persist but work is done; art for a scene in a cutscene is completed; and that art is used to build the cutscene itself.

Improvement, I Think

Improvement, I Think

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In which I'm feeling better, if not fully so; time off seems to help; once again no work is done; and gratitude is expressed.

A Horrible, Horrible Week

A Horrible, Horrible Week

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In which the preceding week was... not pleasant, and due to which work was not done.

A Short Week of Cutscening

A Short Week of Cutscening

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In which a scene backdrop is completed; figures are painted for use with that scene; a little bit of narration is written for the same; the cutscene in...

A New Cutscene

A New Cutscene

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In which music is found for the level-four cutscene; sound-effects are added to that same cutscene; said cutscene is completed; and a new cutscene is...

Zooming-In on a City Street

Zooming-In on a City Street

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In which the painting of cutscene elements continues; an extant backdrop is extended; work on constructing the level-four cutscene likewise continues...

Cutscene Construction

Cutscene Construction

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In which the painting of cutscene elements continues; and the cutscene itself begins to be constructed.

An Art-Week

An Art-Week

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In which audio for the new enemy's combat may be done; an "axe falling" sound is added to a "death-sound"; audio for player sword-strikes is made; and...

Repositioned Blood

Repositioned Blood

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In which combat sounds for the new enemy continue to see work; ambient sounds are added to level four; "blood-particles" are offset in their position...

Reworking the Tutorial

Reworking the Tutorial

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In which the tutorial is reworked; the background to combat is touched-up aesthetically; the new enemy sees work; and a bug in the effect of stamina is...

Aesthetic Miscellany and a Game Jam

Aesthetic Miscellany and a Game Jam

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In which leaf-litter is dimmed; the changes to the player-light shader are propagated to the more-specific variants; the handling of "blob-lights" is...

Colour and Lighting and Blood

Colour and Lighting and Blood

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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

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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

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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

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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...

A Question of Aesthetics

A Question of Aesthetics

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In which the game's aesthetics are reworked; leather-textures are attended to; the prologue-pyramid is made shinier; and the player-light's positioning...

Unhiding the Hidden

Unhiding the Hidden

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In which level four is fleshed out; the sunlight shader sees touch-ups; the player-character's death-animation is reworked; and "hidden" objects no longer...

Animations in Combat

Animations in Combat

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In which a combatant is worked on; a combat animation no longer runs faster the higher the frame-rate; the translation minigame is made a bit more readable...

Making Progress

Making Progress

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In which a new enemy is begun; and a strange bug surfaces.

Redux Demo UPDATED!

Redux Demo UPDATED!

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In which the Redux Demo has a significant update; more polish is applied to combat audio; the combat tutorial becomes more reliable (and a bug is fixed...

Tutorial Polish

Tutorial Polish

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In which tutorialisation is improved; the introduction to translation is reworked; the translation UI is polished; combat effects are touched-up or reworked...

Traversal Changes

Traversal Changes

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In which the prologue traversal changes further; the "carriable object" feature is reworked; and the player can now run.

A Minor Update

A Minor Update

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In which the Redux Demo has been released; a particle-effect causes trouble; the demo sees an update in response to that trouble; and a variety of minor...

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A Door to the Mists
Platforms
Windows, Linux
Creator
IanEborn
Engine
Panda3d
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