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.

Post news RSS Aesthetic Miscellany and a Game Jam

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 slightly reworked; and a game-jam is entered

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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! ^_^

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A Door to the Mists
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Windows, Linux
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IanEborn
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Panda3d
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