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  1. Summary A much larger, pre-alpha release of Mist is replacing the closed demo. This pre-alpha release will include multiple new features, new characters, races, systems, and more. This larger release will replace the demo, and will allow us to bring a better product in this competitive market, and also will allow us to conduct more development tests when the pre-alpha is live. All of the new, bigger systems that we were saving for the Beta will be added to this pre-alpha release. So in summary, instead of a limited “social” demo, we will be bringing a much better player experience in the pre-alpha version. While this release will come at an elongated timeline, we are excited to share the new features in updates and dev logs Intro First of all we would like to wish all of you a very happy new year. As we left 2021 behind we would like to thank each and every one of you for being part of our journey. Starting the new year, we would like to make a few updates on what is happening with the development process. As we all know, Mist has started as an Action RPG with a top down camera. The style many of us loved so much, including myself. However, our team eventually made the decision to do a complete makeover of our game. This wasn’t only a stylistic decision. This was a decision to make Mist MUCH bigger. We have already addressed these details in our previous medium articles. Beginning 2022 here we were, with a bigger gameplan, with more work to do and more importantly having a bigger impact on the blockchain gaming industry in the future. Without further ado let’s talk about the updates on our closed demo. Initial Closed Demo Release Plans Initially we were going to release a limited, social hub type of closed demo with very minimal functionality. This game was going to include basic walking around interacting with each other with limited abilities shown. 1 character race, limited combat, no factions, and overall a very limited example of what Mist is. This was for us to be able to test out certain parameters in the game and host our community. However, having our ambitious goals we realize that this will not be enough for our community and more importantly for ourselves. Given the expectations on Mist, we need to deliver something larger than we originally planned, and we want to give the best to our players. There were also negatives on a development side by releasing such a limited demo: for example we realized that we would need to add more of our game systems in the demo so we can do a full test and assessment of these systems. Due to these reasons we are now updating our roadmap. Instead of releasing a limited closed demo with a small amount of features, we are now releasing a Pre-Alpha version of our game instead of just a demo. This version will allow players to fully interact with many systems of our game, and will bring with it many more features, zones, and systems. It will be larger in scale and will have many more working parts and systems. The release of the pre alpha is planned to be on May 9th 2022. This pre-alpha release is larger in scope and will include many more systems, parts, and pieces (see below for the details). We understand the desire to have a playable “demo” as soon as possible. However we think that increasing our scope and putting in these extra systems will do two things: 1- We will give the players a better feel, a more comprehensive game, and a better experience. To stay ahead of the “games” being released all the time, we need to put out quality gameplay for this pre-alpha release. The original demo plans just would not be good enough in today’s market. So we have decided to add more and expand the scope to deliver a quality release. 2- We will need to test these many systems regardless, so we will conduct these tests during the Pre-Alpha launch. Things that we will include (such as factions, multiple races with special abilities, land, crafting systems, and more) will need to be tested, and it is a good idea to do these tests soon. The original “social” demo would just not be enough. What Systems and Features Will be added to Pre-Alpha Launch? Pre-alpha is much more comprehensive. Let’s look in detail of what the pre-alpha vs the closed Demo: As the next few weeks unfold, we will be releasing more in-game materials for our community to get informed on. These will be in the form of videos. We know that a lot of you are very eager to see certain aspects of the game. However, you should also pay attention to the fact that many things were added to the game such as 8 new races as well as many other functionalities. These all work together and if one doesn’t work the rest gets affected. Nevertheless, we will be releasing more in game content in the upcoming weeks. What was in the Closed Demo? We had a small social interaction area where players were basically limited to walk around and chat with each other. We were only going to allow 1 character race (Human) We had a very limited dummy combat. Very limited exp system, weapon system, crafting system was going to be tested. What is different in Pre-Alpha Launch? Players will be able to choose and play with 8 distinct races, each having their own racial abilities and stats.Players will be able to choose between 2 factions that will have an immense effect on the gameplay and story.Due to this faction selection,players will have access to their faction specific locations where they can complete certain tasks belonging to their own factions.Players will be able to test the PvE and PvP combat elements.Land system tests will be started.Community will be able to download MIST Companion app on the App store and the Google Play StoreMist Oracle (The Prophet) will be present and integrated into the game!Mist Nodes will be deployed in Pre-Alpha !Multi-Chain data proofing will be within the system.Players also will be able to utilize the token earning system!Who are we letting into the pre-alpha? Without going into too much detail there are certain people that are guaranteed to get into the pre-alpha. 1)Everyone who was selected as demo participants will be included in the pre-alpha 2)All of the other people that we have specified during the closed demo participations ( People with certain tier NFTs, people with certain number of Mist tokens) 3)Some content creators The way the pre-alpha works is quite similar to the closed demo, with the demo selection winners participating in the pre-alpha release as well. In Closing In summary, More is coming for Mist Family! We are a very passionate team that love what we are doing. We are also aware that we have a very passionate community and we love you all! Together with our community we want to keep building and change blockchain gaming for better. We know that our community wants to see something different, something new and adds value to the blockchain gaming. For this we are here doing our best, which is developing Mist and we really appreciate everyone who supports us! May God bless you all. Wish all of you a wonderful year! Learn More About Mist:YouTube VideosTwitterTelegramDiscordView the full article
  2. Hello Mist family! First of all we wish you a Merry Christmas and a New years! Hope you are all having a wonderful time. This weeks dev diary will include:Gameplay elements such as attack combos and their place in the combat systemAnimations of the Leonin CharacterCode base and how they relate to animationsToday we wanted to share a few videos that we had from a while back. Videos like these will be shared more frequently as we release more gameplay type content. Gameplay: We are designing Mist gameplay in a way where players can experience an immersive combat in which you can have a fast paced combat and smoother transition between user controlled actions to improve your experience. Here is an example of a one sword combo we have for the melee character: https://medium.com/media/c3e0c7e334a8a8b26e865abb76163d7f/hrefAt each point in the combo the combo can be stopped and another skill can be used. This allows different style of the gameplays to be displayed. Since we are talking about the combos we can also talk about some of the animations that we have for the Leonin race: First of all these animations need to be custom-made for each character. It is a time consuming process and needs to be done correctly. It adds a soul and uniqueness to the game. It is a part that needs to be taken seriously during the development of a game. Each race have different body shapes and personalities. This causes them to have slightly different ways of walking and interacting with the environments. Thus our animators need to consider their lore and characteristics to produce the animations. Here are some examples from the earlier works of the animations. https://medium.com/media/349a465fa84660d4163848044a4d9e3e/hrefHere is the walk for the two handed sword: https://medium.com/media/ceaf05ec402c6ba8a78c24fe36b53500/hrefWhen the Lion wants to Jump he jumps :) https://medium.com/media/26511129c0962a18b2a5580e5bf4b6d7/hrefHere are some earlier running animations which were later changed: https://medium.com/media/80dcdbeed2aed03a628f5b32448055b0/hrefAnother version of the running but not the final version nevertheless. It takes a while to catch what feels best for the character. https://medium.com/media/1cc29ddca6f3db0900620cf48e4e3774/hrefAnimations are cool but then what? Having the animations is not enough. In order to polish these animations, we are using inverse kinematics (IK). As a quick description, inverse kinematics is the mathematical process used mostly in robotics, aiming to calculate varying joint parameters in order to place the endpoint of an object to a 3D world position. Basically, given the position we need the character’s foot to be (this may be the normal surface of an obstacle, or the ground terrain) the computer is tasked with calculating an acceptable set of joint angles (how much do I have to bend my knee in order to touch the ground). Here is a quick IK test where the character detects normal angle and position of a surface, and parameterize IK joints accordingly. Here is a small example: https://medium.com/media/2cff39bd4f2eadf35563b65a1d6f5b9c/hrefLearn More About Mist:TwitterTelegramDiscordView the full article
  3. 8 races. 2 factions. 6 classes. Important decisions. Over the next weeks we will release info on the 8 playable races in Mist’s metaverse. As we get closer to the Demo date, we will release more Lore and history of the races. Each race is distinct, with special abilities, special strengths, and weaknesses. Each race has 2 genders, male and female. The race you choose will determine your gameplay style. It will determine your friendships. It will determine your personality, and persona in-game. This week we will highlight The Fallen. The FallenFallen are the third race we want to share with you. After weeks of development, fine-tuning, re-designing, and re-animating the Fallen is ready to go. The Fallen are a race which have made difficult, but important decisions regarding their souls and their mortality. We will elaborate further on this later. The Fallen has increased spell/healing power and reduced mana costs for abilities. They also have special “wish granting” abilities which can replenish health or mana, along with other special racial abilities. The Design ProcessThe Fallen was a special race to make, because it consisted of two main parts. The first part was the upper body, which resembles a humanoid. The lower part was more specific, as it is the gas/spirit of the Fallen which resembles a cloud or wisp of air. Combining these 2 parts was a main focus. Above you can see the first primary design of the Fallen. The vertices are being created, and we can see a general shape of the character. For now there are no details in the body or the tail. As the 3d design continues, we see the upper body taking more shape. Muscles show up and the personality of the Fallen is evident. Note that in the above pic we have not put on the belt, so the division between upper and lower body is too drastic. This needs to be updated. Now we have added our first cloth sash or skirt for the Fallen. This first skirt was not the style we wanted, and it seemed to feminine for the male character. It also did not have the ragged, wild style we wanted for the Fallen. So we came up with a few more options. Above and below we have a few examples of 2nd and 3rd iterations of the Fallen’s skirt/sash. Note the more aggressive, cool look versus the first example. Above we see the examples that we drew up. At this point we had finished the base mesh of the Fallen. However 2 things to note: The tail was not yet finished, as it looked too boring and was not enough of a “ghost” or “cloud” look. We need to fix this. Also, every Fallen needs a magical lamp. So let’s get to it. The base mesh of the first lamp. Simple and to the point. We added a few more details to the lamp, getting it ready for the Fallen’s smoke tail to exit from the tip. A few images of the Fallen along with the colored lamp. The character is getting there at this point. A few touches left. Our first attempt at updating the tail to be a whispy, cloud-like texture. Some changes would need to be made here, but it was a good start. Also notice the tail and lamp are rigid (for example they do not wrap around like a typical Fallen’s tail). This is something we worked on as well. Some final development and rigging work on the Fallen. Next Episode:In a few days we will highlight our ___________ character. Any guesses? Learn More About Mist:YouTube VideosTwitterTelegramDiscordView the full article
  4. 8 races. 2 factions. 6 classes. Important decisions. Over the next weeks we will release info on the 8 playable races in Mist’s metaverse. As we get closer to the Demo date, we will release more Lore and history of the races. Each race is distinct, with special abilities, special strengths, and weaknesses. Each race has 2 genders, male and female. The race you choose will determine your gameplay style. It will determine your friendships. It will determine your personality, and persona in-game. This week we will highlight The Leonin. The LeoninLeonins are the second race we want to share with you. After weeks of development, fine-tuning, re-designing, and re-animating the Leonin is ready to go. The Leonin has faster base movement speed than other races and is more agile and fast. They also have the ability to pounce on an enemy and stun them, as well as other special racial abilities. At first the lion was supposed to be large, strong, but also not too muscular like some of the other “beast” races. We wanted him to be athletic, but also have the potential to be a team player. The Design ProcessAbove was the first rendition of the Leonin. We can see here that he looks muscular and beastly. However one thing we did not like about this model is that he was TOO beast-like. His arms were too big and so were his hands. From all angles he looked more like a monster you would fight in-game instead of a playable character with good personality. Also, note that his neck is very short in all angles. So he looks un-intelligent and lacks the personality we wanted. Above you can see some of the actual dev notes we sent to our developers in order to re-design the Leonin. The 1st design is on the right, and the re-design ideas are on the left. You can see how he transforms from “beast” into a playable character with personality. His hands and arms are smaller, his posture changes, and his neck elongates. Above you can see the mapping of the Leonin. This map shows the contours (and many more things) but mostly we see the changes in the arms, neck, and hands fully implemented. And above we see a slightly more polished version of the 1st draft of the Leonin race character. After a little more topology and character pre-baking, we had the above picture. Note the hair is missing, because the hair is interchangeable and a separate mesh from the body. And above we see the Leonin almost coming to the end of the mesh process (before any texturing). His body shape is finished and “contouring” is finishing up as well. Now the last piece we had to improve was his hair, mane, and beard. For some reason, the above looked incomplete. Above was the 2nd iteration of the hair. We made it bigger, better, and more intense looking. However we still had some improvements. Above you can see our focus points on the improvement of the hair. The whiskers and the hair size and shape had to change. And above we have the finished hair mesh. (Not the finished colors, just mesh). This hair looks powerful, majestic, and like that of a true Leonin. Now we start with some shaders. The shaders are what give the Leonin the feel, the soul, and the colors. This first round of shaders does not look great, but it gives us a good start. We need to work on the normal maps and shader textures, but overall it is a good start. At this point, we start adding some of the final shader touches. Here is where the Leonin really starts to stand out. The muscles bulge, the face pops, and the character comes alive. Looking great. Below is a comparison. As we see above, the shader updates make a big difference. Now we begin adding some clothes. In this case, the Leonin gets a nice cloth skirt to cover the loins and give a flowy, jungle vibe. But of course, we still need to shade. We update our shaders and textures, and we get the result above. The Leonin is ready. Note the difference in the looks of the above Leonins. The shading technique and art style makes a big difference. Our shader developers took a long time to perfect and customize this look. Next Episode:In a few days we will highlight our ___________ character. Any guesses? Learn More About Mist:YouTube VideosTwitterTelegramDiscordView the full article
  5. 8 races. 2 factions. 6 classes. Important decisions. Over the next weeks we will release info on the 8 playable races in Mist’s metaverse. As we get closer to the Demo date, we will release more Lore and history of the races. Each race is distinct, with special abilities, special strengths, and weaknesses. Each race has 2 genders, male and female. The race you choose will determine your gameplay style. It will determine your friendships. It will determine your personality, and persona in-game. This week we will highlight the first race: The Human. The HumanThe Humans in Mist’s metaverse have gone through a lot of development. It was the first race we decided to make. Humans have increased willpower, gain more experience (faster leveling up), and a few other special racial abilities. However at first, the human looked a little… different than it does now. We started originally with the low-poly asset pack to get the work going faster. We then started the custom building process for the character. We wanted our humans to be in good shape, but not monsterous-looking. We need the human to fill the role of solid leader. A body that can run and jump, but still possess strength. At first the work was rough. Like any development process. We started with basic body parts and moved from there. You can see here the limbs and the appendages did not have a smooth break between them. At this point we began smoothing some of the appendages. The meshes for the body needed to connect better to ensure a smoother feel and look. Also, we needed to optimize the number of vertices on the character. Higher vertex count means a better looking character, however it would also mean a slower game and worse graphical performance, especially on mobile. So we have to balance the “good looks” with the “good performance”. We break down the body into a few parts, namely the upper body, lower body, feet, head, and hands. This allows us to manipulate these parts individually, and apply certain textures to each part. This is an important part to do, as it will allow our armors and wearable items to fit and move better. We of course began working on the female body. Here is an example without hair. We then added some body effects, just to test out some things. These effects will be in-game as various spells. Also, notice the difference in skin texture on the 2-right bodies. Of course we had to add some hair. And at this point, we had the following style and look of characters: Now, we move on to the colors, textures, and finishing touches. The blank, baked models in our game testing environment. You can see solid shadows, a full look. Let’s add some colors now. The first attempt at coloring is never the best, but it does have some funny outcomes. Here is one example. Here you can see the texture getting better and more realistic. We had to decide on skin color and texture a few times. Here is another look, where some are darker or lighter. Also, shadows and shine are important to note. The final look.As you can see, the character design process is not very quick or easy. But it is very important to the game. Customizing all aspects is a main focus now, and we will make it a top priority moving forward. Next Episode:In a few days we will highlight our ___________ character. :) Any guesses? Learn More About Mist:YouTube VideosTwitterTelegramDiscordView the full article
  6. In this Dev Diary, we will show some of the asset re-design and specific new models we have created. We will go over some old redesigns, as well as a few new items. We will be releasing more items in the next week, so stay tuned. We will focus on about 2–3 items per diary. While we did like the old “low-poly” design, we are happy to do a customization of the entire Mist game. Check out the process below. Table of ContentsSummaryThe Axes: Vengeance and MercyThe Shield: Shield of AgrazzakThe Staff: Staff of LeixranNon-NFT 2-Handed Claymore SwordNon-NFT 1-Handed SwordThe Axes: Vengeance And Mercyhttps://medium.com/media/66d9b76c004a32c19c8fb685f927885a/hrefThese ancient and mysterious weapons grant the user a chance to be blessed with a runic essence granting increased attack power. Upgrades increase the chance to obtain the buff and increase the attack power bonus. The older Vengeance and Mercy showed sharp edges, with wooden handles. You can see that we updated the edges, gave it a more warrior look, and changed the glow to red. We also improved the glow effects. The Shield: Shield of AgrazzakThe wielder of this mythical shield will be granted a chance to cheat death. Upgrades increase chance to cheat death. The shield now looks more professional, with darker shades of wood. The red eyes glow and emit a dangerous, yet calming red light. The shield is ready to go to battle. The Shield used to be basic, blocky, and not custom. The red eyes were not as distinct, and the overall feel was more “metal” instead of “wood”. The Staff: Staff of LeixranThis mystical and energetic staff grants users increased vitality and spell damage. Upgrades increase the spell damage bonus. The staff now looks polished, and more magical. The powerful crystal at the top is ready to cast magic and disarm enemies. We retain the wooden aspects of the staff, and keep the mystical, wandering-wizard vibe. We wanted to keep it wooden for this reason. The old staff also was not bad, but we are happy to make the updates and customizations. Instead of the crystal being held by metal “claws”, the wood itself keeps the crystal in place. Claymore: The Non-NFT 2-Handed SwordThe 2-handed claymore sword is a more powerful sword than the 1-handed sword. It has stronger attacks and deal higher damage per hit. This sword is what strong melee attackers will want to use to deal the most damage possible. The downside is that you can not wield a shield, so your defense will be lower. We debated a bit about which color to make the wraps at the bottom of each sword, and may end up changing them. For example below we see the different colors of wrap and handle. Which do you think is best? Sword: The Non-NFT SwordsThere will be many swords in Mist. Some will be common, some will be rare. Below we will show the more common sword types. This sword will allow a balance of attack while allowing your character to wield a shield. This will allow attack and defense. Below you can see the last changes we did (small but important changes). Can you guess what it is? Yes, that’s right. The handles were changed from Silver to Gold, and the wrap was made black instead of brown. Which do you like more? Learn More About Mist:TwitterTelegramDiscordView the full article
  7. SummaryMist Metaverse is partnering with Paid2Play.org, the upcoming premier blockchain gaming hub, library, and game launcher client (think of Steam, but for blockchain). We have secured a deal as very early strategic partners. Paid2Play will be ushering in the future of blockchain gaming through their proprietary Game Launcher Client (with blockchain connectivity) as well as their centralized Hub for all blockchain games. As a result, Mist will receive specialized marketing support as well as exclusive priority access to their Game Launcher Client. This will allow players to easily download and update the Mist game builds. And of course, it will allow players to more easily launch the game. Don’t just play. Get #Paid2Play. IntroMist is nearing its Closed Demo launch, as well as the full game launch in the next few months. Development is going well, and we are preparing for these big events. Currently we have partnered with platforms such as Steam and Epic Games Store. These are places where Mist can be downloaded and played in an easy launcher app. However nobody can be sure if these platforms will be as accommodating to crypto games as we would like. As a result, we needed a game launcher partner who would support us 100% in the future. We are partnering with the first P2E “Steam-like” platform and website on blockchain: Paid2Play.org What is Paid2Play.org?Paid2Play is two things. Each of these are extremely important for the future growth of blockchain gaming: A central hub for ALL blockchain games. A library with screenshots, links, and crypto info. Specifically for gamers.A cross-chain game launcher client (like Steam client or Epic client) that allows desktop games to easily connect to the blockchain, and for players to easily download and playWhy does Mist want to partner with Paid2Play?We take our partnerships very seriously, and we truly think Paid2Play.org will help bring blockchain gaming mainstream. Now there are many barriers to entry for new players and for project teams: Players outside of crypto have difficulty finding new blockchain games. They must go from one website to another, or randomly find a game on Twitter. Paid2Play is the library and hub for all games. They are all in 1 place, with beautiful screenshots and info. This will bring more players to blockchain.Project teams have difficulty building and launching their games on desktop (this is why 99.99% of all crypto games are on web). Mist is going to partner with Paid2Play and do joint development of a Game Launcher Client. This will allow games to be build for desktop builds, allowing more quality and larger games to come to blockchain.Currently there are no launcher platforms (such as Steam) for blockchain. Paid2Play will be the first.We think all of these things will help grow blockchain gaming. We are here to make that happen, and we are happy to partner with projects who share the vision. In addition, Paid2Play will deliver marketing showcase support on their website, and will allow us priority access to the game launcher. Note: some info in this article was shared from Paid2Play news Learn More about Paid2PlayWebsiteTwitterTelegramDiscordRedditYoutubeView the full article
  8. Table of ContentsIntroSome Lore BitsThinking ProcessVisual ChangesThe Vision and What’s more to comeNext EpisodeIntroYou might have seen our short teaser video about this zone, West Szaraz. Before we begin, If you look at our map, you might say Szaraz is only one zone. Yes and no. For some, Szaraz is considered it’s own zone but for others Szaraz is divided into two: East and West. If you are curious, let’s dive into some of the reasons shall we? Some Lore BitsWithout giving away too much let’s just say Szaraz used to be a one big zone where it was culturally homogenous. People shared common history, struggles and language. One day a strange event took place. Little the people of Szaraz knew this would have changed the entire landscape and history of this zone. Hint: Crystals Thinking ProcessFor our team, West Szaraz was one of the zones that helped us incorporate different political dynamics of the game. Once a uniform zone, now is a more diverse almost like an arena for different cultures to come and compete, interact and discover. Due to this reason, West Szaraz had to be something foreign to all cultures and populations. This unlocked the opportunity for the player to truly feel a sense of mystery and surprise. If you look at the screenshots below you will notice that this zone has unique plants and landmarks that no other zone in Mist contain. We haven’t released any images on East Szaraz however, the difference between these two zones are especially large. Visual ChangesLet’s start with the topography. Here is our map for Szaraz, and as you can see in the gray photo, we wanted to stick to our map and start with it as a base. For this base we made sure to capture important geographical elements such as mountains, craters, deltas etc. Once this process was completed, more fine tuning began. Above you are seeing the comparison of our map and the in-game zone. Grey picture represents the height map of our in-game zone. Below you are seeing an early marked map for the different parts of West Szaraz map. The yellow line between west and east Szaraz represents the transition zone between the two zones. Each whited out area also represents a settlement zone. Besides this there are 7 colored dots that represent a crystal(which are significant in terms of lore and history of this zone). The Early concepts In the video below you can see that the feel of West Szaraz wasn’t foreign at all. The trees were interesting but they could have been anywhere on Dunia, the zone didn’t look like it was “not from Dunia” . https://medium.com/media/21f4f8ce7cfe14cd7d0e3c05efedc335/hrefhttps://www.youtube.com/watch?v=XKrlxBDuBMw For this we had some other ideas, everyone from the team threw some concept ideas into their folders. After all of these ideas was presented we finally knew what the zone should look like which also ties in to our lore. Here are some more concepts and trials that we had before settling on the final design. None of these ideas clicked really. We had to re-think some of the other designs. It was getting closer but not really, still didn’t have that flare. The Vision and What’s more to comeAfter agreeing on the new design, team got to work. More environment builds were coming in and being evaluated. On Mondays video we have shared a limited look of what is in West Szaraz. That is an old video without our skybox, crystals, effects and more. The final part of our zone will not be shown today but here are the screenshots of the final concept and a look from the environment developers view. Luxurious for a jungle like that, why could that be?Next Dev Diary Episode:Some cool secrets. Learn More About Mist:TwitterTelegramDiscordView the full article
  9. SummaryMist’s Closed Demo Selection begins Monday at 2pm UTC. Get Ready to earn a chance to jump into the first MMORPG on blockchain. This long-awaited event will consist of three rounds. Each round lasts 5 days. 900 total players will be selected. The majority of demo participants will be from this 900 player selection. Spots will be reserved for NFT Holders, MIST Token holders, streamers, and partners. These NFT and MIST token holders will be a smaller portion of the demo winners. The Demo will be live a few short weeks after the selection process ends (as we will have to coordinate with winners, set up access credentials, and more.) DetailsAll participants must apply via Gleam (we will share the URL link on Monday).There will be three selection rounds. Each round lasts 5 days.300 non-NFT and non-Token holder winners are selected from each round. This means a total of 900 players will be selected.NFT holders and Mist Token holders will be guaranteed spots too (see below)Yes, players CAN win a spot in multiple demo rounds. So you may be able to play for all 3 weeks if you win.Players will be asked for their time zone. This is because the winners will be given a specific time slot to play the demo.Note: We may increase the number of demo access winners if during the demo process we see that our systems can easily host more players. (We are purposely keeping our servers to a minimum in order to properly stress test and explore scaling. When full game is live, we will of course have more servers that will easily handle tens of thousands of players.)Round 1:Begins November 15, 2pm UTC (Link will be shared then)All Tier 4 and 5 NFT holders will be guaranteed access in this round (your wallet will need to have the NFT when the demo goes live in order to enter)All wallets with over 100,000 MIST will be guaranteed access to be able to play the demo. (The tokens will need to still be in the wallet at the time of demo go live.)300 Remaining winners will be selected. These winners do not have to hold NFTs or MIST and will be winners from the eventRound 2:Begins 1 week after Round 1All Tier 3, 4 and 5 NFT holders will be guaranteed access in this round (your wallet will need to have the NFT when the demo goes live in order to enter)All wallets with over 95,000 MIST will be guaranteed access to be able to play the demo. (The tokens will need to still be in the wallet at the time of demo go live.)300 Remaining winners will be selected. These winners do not have to hold NFTs or MIST and will be winners from the eventRound 3:Begins 1 week after Round 2All Tier 3, 4 and 5 NFT holders will be guaranteed access in this round (your wallet will need to have the NFT when the demo goes live in order to enter)All wallets with over 90,000 MIST will be guaranteed access to be able to play the demo. (The tokens will need to still be in the wallet at the time of demo go live.)300 Remaining winners will be selected. These winners do not have to hold NFTs or MIST and will be winners from the eventTimeframeEach selection round will last 5 days.After each round the team will take 2 days to select winners.Then the next selection round begins.After all selection rounds are finished, the team will need about 2–3 weeks to reach out to winners, set up access credentials, and prepare servers.The demo will then go live.Winners of the 1st round will have 1 week to play the demo. After their 1 week finishes, the 2nd round winners will be able to play for 2 week. And so on.Learn More About Mist:TwitterTelegramDiscordView the full article
  10. Mist NFT — Gameplay Footage and Weekly Recap #8Hello Mist community, and welcome to another edition of the Mist Weekly Recap. This week we showcased a few recent gameplay footages, along with an updated Augmented Reality metaverse minigame. This continues to showcase the growth of our metaverse and gameverse ecosystems. Augmented Reality Metaverse Game with P2E Functionality: https://medium.com/media/20ca176d9adf59eb82a93f34aeaed09b/hrefGameplay Footage of Updated, Re-designed game: https://medium.com/media/5ae8a9a460f0194949e047c5f7bdaf71/hrefWe also shared some cool footage of our new character and NFT models: https://medium.com/media/fae0a9a58f17fcbe5fa00c7a4667d7db/href— — — NFT Upgrades are still LIVE on the marketplace. Upgrade the NFTs to higher tiers to make them stronger, more rare, and more useful in-game. To upgrade ITEMS, click here: https://mist.game/nft-marketplace/items To upgrade CHARACTERS, click here: https://mist.game/nft-marketplace/characters Then click the “UPGRADE” button on the screen. The team continues the work of redesigning environments and assets (customized). In addition, we are continuing to spend a lot of time on some less interesting (but very important) parts of the game code, including networking, controllers re-design, and more. This Past Week in MistWork continues on building the main MMO RPG P2E game.Mist Metaverse of Games is growing as well.Work Continues on music development, SFX, and moreNFT Upgrades are still LIVE: Improve your NFTs, make them stronger, and more rare: https://mist.game/#nfts or https://mist.game/#charactersFinalizing work on the new character controller. The new system is much different than the old controller we had. This work is nearly finished now.Redesign and other special features continued to be worked on.Other miscellaneous game system developmentDisclaimer about the Mist Weekly RecapThis series gives the community a little more insight into the work the team is doing behind the scenes. Most of the work the team is focused on now revolves around code, code, and more code. Not every week we have “Sexy” or “Interesting” updates, as most of the work we focus on is tedious (but important) code-focused tasks, such as blockchain connectivity, in-game systems, or others. And most of that stuff we won’t share anyway for obvious reasons. These systems are the main focus of any serious dev team, but unfortunately not exciting pieces to share each week. With that said, we will do our best to share enough recap points each week to keep everyone up-to-date with what the team has been working on, by sharing a few highlights each week. Note that continuous work such as environment design, spell optimization, blockchain systems, etc. are constantly being worked on so they may not be mentioned too often. We will focus on the most interesting (but not necessarily the most important) developments each week. And there will probably be things that we are working on that we want to keep secret, for the sake of timing, security, or other reasons. Learn More About Mist:TwitterTelegramDiscordView the full article
  11. In this article we will give you overviews of the Metaverse, the Sandbox Gameverse Framework, and the Augmented Reality functionality of Mist. We will not release all of the info about these features here. But we will give a solid overview of what is to come. This article will be very wordy, and we will save new videos and screenshots for later. We have shown a few videos and screenshots in our previous posts, so feel free to check them out there in the meantime. We will likely release a few teasers of this weekly, in addition to our Development Diaries. Mist has entered the Metaverse and Augmented Reality age. We are positioning ourselves to be at the forefront of this technology on-chain. Mist will still remain an MMO RPG P2E game. But there are many other parts to our ecosystem now. BackgroundMist has been in development for over a year now. The first sketches and ideas began in late 2020, and we went live in early 2021. Since then, the team has grown, the scope of the project has grown, and we have gone through multiple re-designs, re-vamps, and changes. Each of these changes has taken time, but our team never doubted the need to grow and adapt to changes in the market. The Development Diaries we have started sharing will show much of the work we do behind the scenes — things that we may not have shared over the past few months. But the truth is, our team has been working like crazy, and we have many things ready to announce… when the time is right. Two of these news are that (1) Mist Metaverse and Gameverse Framework is here, and (2) Mist is now a legitimate player in the Augmented and Mixed Reality space. These two things have been in the works for a LONG time. We did not want to announce them. We wanted to keep them secret. We wanted to surprise our community. But the market has shown that Metaverse is the future. So we were forced to announce early. And that’s fine. We have much to show. What is a Metaverse“Meta” means “beyond”, and “verse” means universe. So “Metaverse” literally means “Something that is beyond our regular universe”. In our case, the metaverse is a digital world in which players can own assets, create things in-game, purchase real estate, connect with others, make friends, and enjoy an experience. The word “metaverse” comes with many negative ideas. We hope and urge players to use our metaverse responsibly. We want people to remember that gaming can be fun. Gaming in the metaverse can be fun AND you can earn tokens. However we strongly urge people to remember that there is a world outside the metaverse, and your humanity should remain in the real world. We are fully against, and will not implement, any of the negative (and enslaving) ideas that may come with a typical metaverse. Think of the Mist Metaverse as any other gameverse. The only difference is that you can earn tokens, own land and dungeons, and earn tokens while you play a game. Mist’s Metaverse Framework Features SummaryMist’s Metaverse, Sandbox Gameverse Framework, and Augmented Reality systems have many features. But here is a summary: Player-created sandbox dungeons. Other players can join that dungeon. When monsters are killed, and loot is earned, the owner of the dungeon gets a percentage of that loot.Players can own land in-game. When others kill monsters or earn loot on that land, the land owner gets a percentage of that loot.Mist Gameverse Framework will offer an easy drag-and-drop framework for people to create minigames, dungeons, and secondary games in the Mist metaverse. These minigames can earn players tokens, and the owner of the game will receive a percentage.Augmented Reality and Mixed Reality systems will come with 3 initial games on mobile. Players will ultimately be able to earn tokens via these games.The first Mist Augmented Reality (Mist AR) game will allow players to choose a character class, and fight enemies on their camera screens. Shoot fireballs, sling arrows, and swing swords to kill monsters.Why Metaverse?This is a very philosophical and deep question. We will try to answer it in a short way: People play games, and they don’t get paid. We want people to play games and earn tokens for their time. We think it is a way to allow people to enjoy gaming, while not being enslaved and wasting time. The metaverse and sandbox gameverse allows us to do this. Secondly, we see that technology and humankind is moving to such a mindset. People are becoming more digital, and are looking for more immersive ways to interact with games, with blockchains, and with crypto. The metaverse is a place where gaming (fun) is mixed with work (earning tokens), and also includes a social aspect. It is a mixture of a lot of things combined. Thirdly, we want players to be able to have more ownership of this digital world that we are creating. By allowing players to create their own sandbox dungeons, to purchase and earn tokens from their land, and own NFTs, we are really creating a decentralized ownership world in Mist. We won’t forget that Mist is a project for the people, by the people. This ownership and sandbox metaverse will allow this decentralization to flourish. Features: Mist’s Metaverse and Gameverse FrameworkThe Mist Metaverse will allow a LOT more ownership and decentralization of the game world. The Gameverse Framework allows players to easily create sandbox dungeons, minigames, and more to earn tokens. Sandbox, user-created dungeons that can earn creators tokens when others play their dungeonPlayers can join others’ dungeons and play through themSandbox-style minigame creation (MOBA-style, single player, and more) that can earn creators tokensLand ownership in-game is more than NFTs. Buying land in prime locations (where there are a lot of monsters or high-value loots) means you can earn tokens whenever monsters are killed on your landAugmented Reality and Mixed RealityAugmented and Mixed realities will likely be a huge step forward not only in gaming, but in metaverse technologies in general. The world will slowly transition to a place where the digital combines with the physical — and your Mist NFT items will be included. We have shared a few teasers of our Augmented and Mixed Reality system here: https://twitter.com/MistNft/status/1454518321940942848 However this AR Framework will be turning into something much larger. The AR systems will allow us to bring you 3 initial minigames. You will be able to use your mobile devices to experience Mist in Mixed Reality, fight monsters, and bring a new level of immersion to our ingame and out-of-game metaverse. Next StepsOver the next weeks we will release more info and footage of our new systems. Remember, we do have a release schedule for these things so stay tuned for new updates. We expect the next updates to be regarding some Metaverse AR Minigames. Learn More About Mist:TwitterTelegramDiscordView the full article
  12. Table of ContentsDev Diary DisclaimerDev Diary episode 2Dunia — The ZoneDunia — First TryDunia — Second TryDunia — FinalIn-game Footage Teaser of DuniaNext EpisodeNote about Metaverse, Gameverse, and Augmented Reality UpdatesInformation on all of these new gameverse/AR releases will be given tomorrow (Tuesday). Today’s Dev Diary will focus on Dunia zone developments, the whole history of the zone work, and some in-game footage of the zone. Dev Diary DisclaimerThe Mist Dev Diaries take us back in time. They take us back in time months ago, and will walk us through some of the development process that the team does. These images, videos, and screenshots include OLD photos and assets. Please don’t mistake the old photos for current versions of the game. These Diaries take us though the re-design of the game and its processes. The Mist team decided to fully re-imagine and transform the game. We have been working on this new visual style, redesign, re-build, and much more over the past months, and will release small pieces every few days. We will release a Dev Diary episode weekly or a few times a week, and each diary will summarize about 14–20 days of development time. We started the diary from updates from August of this year, and will catch up to our current developments quickly. After we get everyone caught up with our past developments, the Dev Diary will be a real-time series with work that we are working on at the current time. Dev Diary, Episode 2Time Period: February-March 2021. The oldest dev pictures in this article are from about 8 months ago. Other pictures are more recent, as you can see we made updates. Dunia — The ZoneWe began game development with basic (but complicated to implement) game functionality such as game physics, character rigging/animation, colliders, movement, and more. The first zone we decided to create was our starting zone, Dunia. For the rest of this article, feel free to watch this ambiance video, and listen to our ambiance music while reading. We hope this music will give you a better feel for what Dunia zone really is. The artwork and music are custom made by our soundtrack and concept art teams. Big shoutout to them. https://medium.com/media/b26eb6f8db88426fa18fa42b53753d32/hrefhttps://www.youtube.com/watch?v=riLOc5G_XFI Dunia is a golden, green, lush forest that players will begin their journey in. This zone offers a few dark caves and dungeons, magical forests, castles, and a stunning beach with cliffs. Players will encounter entry-level monsters ranging from wolves, to goblins, and lower level dungeon bosses. Teamwork will be needed, as many monsters will be too strong to kill by yourself. We want this feeling of “groups” and “teamwork” to be a trademark of Mist. You will need to work with others to succeed. The lore for this zone will be revealed later, but to tease a little bit: Dunia’s forests hold the start to an ancient secret, and players will begin the journey to save the soul of humanity from the first minutes they step into Dunia. Zone Ambiance and Feelhttps://medium.com/media/b26eb6f8db88426fa18fa42b53753d32/hrefWhen exploring and wandering around Dunia, we want players to have a feeling of welcoming beauty, mixed with the feeling of exploration and freedom. We wanted players to feel like this was the terrific start and terrific introduction into a much larger, more diverse world. Dungeons and caves are present in the Dunia zone, along with beautiful beaches, lush green forests, and quaint splendid little towns and villages. Iluna city, the main heart of the Dunia zone, is a towering fortress town that overlooks the beautiful forests. Players can explore Dunia by themselves, to level up, kill monsters, collect loot, and prepare their characters for more advanced zones. However one of the main goals for players should be to make friends, create alliances, and build connections with other players. Doing so will allow them to team up and explore more difficult parts of the zone and obtain better loot. Growing your friends list will be important, and having fellow players on speed-dial will allow you to send messages and get help for harder monsters and zones. And not to mention, games are always more fun with friends. Dunia — The Original DesignThis original Dunia design is from 8 months ago. Since then we have made updates (obviously), but these are the earliest Dunia pics. (Later in this article we will show dev pics from later dates). The original Dunia design was done using our first game and graphics engine. Of course it used some low poly assets, but designing and building the zone did take a while. There were many parts, pieces, and more that we wanted to fit in. Some things you will notice in this first design is the lower quality of the world, the ground, the trees. Additionally, the ground details were quite poor. Bad city design, no purpose of the towns, and the ground quality was horrible.In the above pics we can see the generic buildings we used to sketch out the zone. The buildings were so out of style and not even low-poly! We also see that this town looks jumbled, random, and has no real identity. I mean, what was the point of this city? What was its soul, it’s purpose? We had to improve this. Here we see that the zone environment is bland, and seems empty. The trees look out of place, and the style is quite poor. The ground also looks bad.The environment itself looked quite bland as well. Again, ground clutter looked cheap, the trees were out of style, and the world just looked like it was put together randomly. The first little town, and it did not look horrible but could definitely be better. Also, see the hand statue on the right. It is a very important part of Dunia’s lore.We had some other cities in as well, that were more like little towns. These were okay but we knew we could make them better. Also, check out the “Hand Monument” towards one of the pagan gods in the game. It was a cool idea, but it just seemed, again, cheap. The map view from birds-eye above. Note that zooming out reduces the amount of trees and things you can see. However you can still tell that the zone was quite small, cities did not have a common theme, and there were things to improve. Another problem (you can see on the left pic above) was that the original Dunia zone was a perfect square shape. It had no beach borders, no mountain dividers, nothing. So we began fixing that. Also, note that we move the cities around in order to give the zone a better feel. The first “dungeon” from the outside. Crazy to think it looked like that!Also, check out our first dungeon. Out of style, glitchy, and very poorly done. But hey, we’re a dev team and we improve things. Dunia- Second TryAfter our first attempt at Dunia, we decided to revamp it. Here’s that process. Immediately we see that we have revamped our color system a bit. Colors are brighter, more vibrant. Trees also look better and we see ground clutter is more full. Not perfect, but a definite improvement. The zone is looking more full, more completed. However things such as the sky begin to look too cheap. We fix this later. Also, while the ground looks more full with flowers and grass, it actually looks too busy and mismatched. The trees and the grass don’t fit together well. Our cities begin to look more colorful and playful. Like something that can actually be enjoyed. Still here, we are using assets from the asset store to help speed up the development. We since then have changed to custom towns and buildings, but at this point we were still using the assets. Some extra screenshots of the towns and wilderness. Again, note the mismatches. Our dungeons were revamped again with the help of a few assets. While not fully custom during this time, they did help us focus in on the low-poly style and offered us a more playable type of dungeon. Dunia — The Finishing TouchesNOTE: We have since updated our character models as well. However since most of these screenshots are from many months ago, they still show old character models. Keep in mind that these models are updated now too. We will share them at a later date. Dunia has since been re-imagined and re-designed into our new style with our new engine. We have moved away from the low-poly, asset style and have customized the zone and things in it. Dunia is a semi-diverse in-game zone. That means it has a few environmental areas. The first area is more highlands-type. Not a snowy place, but mountains that are high and don’t have many trees. And the few trees that are located here are pine trees, due to lack of oxygen. The Southern Beachfront Dunia also as a wide variety of water, beaches, and cliffs. Most of these beaches are on the southern side of the zone. Here you can find aquatic monsters, fishermen, and little fish villages. The Golden Forests The majority of the zone is golden, green forests. In these mystical old forests you can find many different villages, monsters, treasures, and more. Players here will have a sense of adventure and possibility. In the picture below, we show a few house models as well. These houses have since been changed to more custom houses, but it gives you a sense of how the zone will look and feel. Some ruins that are found around the Dunia zone. Around these areas players will find monsters, treasure, and other players. Dunia In-Game Footage TeaserSome quick teaser in-game footage of the new zone. PVP, combat, and other gameplay systems footage will be coming in the future Dev Diaries. Remember, we are releasing this in the same timeline schedule as we developed. Enjoy the footage of the Dunia zone: https://medium.com/media/5ae8a9a460f0194949e047c5f7bdaf71/hrefhttps://www.youtube.com/watch?v=HK_zZ2oZJIw Final Comparison: The difference is everything.Next Dev Diary Episode:In the next Dev Diary episode, we will discuss the redesign of a few musical assets which will bring the zones to life. We may include some items and asset re-design details as well. Learn More About Mist:TwitterTelegramDiscordView the full article
  13. Mist NFT — Weekly Recap #7Hello Mist community, and welcome to another edition of the Mist Weekly Recap. This week included some huge announcements about the future of Mist, the new direction of the game, and the growth of our metaverse and gameverse ecosystems. Dev Diary #2 will be shared later today, which includes Dunia Zone development, zone dev screenshots, and vids. It will also include ingame footage of the new zone. More detailed specifics on the Metaverse and Gameverse features will come tomorrow, on Tuesday. Also, in tomorrow’s update, we will show some more features of the Augmented and Mixed reality systems. Along with this we will talk quickly about some other features in the gameverse. Of course we will not release all of our secrets. — — — NFT Upgrades are still LIVE on the marketplace. Upgrade the NFTs to higher tiers to make them stronger, more rare, and more useful in-game. To upgrade ITEMS, click here: https://mist.game/nft-marketplace/items To upgrade CHARACTERS, click here: https://mist.game/nft-marketplace/characters Then click the “UPGRADE” button on the screen. The team continues the work of redesigning environments and assets (customized). In addition, we are continuing to spend a lot of time on some less interesting (but very important) parts of the game code, including networking, controllers re-design, and more. This Past Week in MistMist Metaverse and Gameverse Framework announced. These systems will bring incredible new functionality to our ecosystem.Augmented and Mixed reality has been announced (teaser fashion). Much more on this tech to come in the future.NFT Upgrades are still LIVE: Improve your NFTs, make them stronger, and more rare: https://mist.game/#nfts or https://mist.game/#charactersFinalizing work on the new character controller. The new system is much different than the old controller we had. This work is nearly finished now.Redesign and other special features continued to be worked on.Other miscellaneous game system developmentDisclaimer about the Mist Weekly RecapThis series gives the community a little more insight into the work the team is doing behind the scenes. Most of the work the team is focused on now revolves around code, code, and more code. Not every week we have “Sexy” or “Interesting” updates, as most of the work we focus on is tedious (but important) code-focused tasks, such as blockchain connectivity, in-game systems, or others. And most of that stuff we won’t share anyway for obvious reasons. These systems are the main focus of any serious dev team, but unfortunately not exciting pieces to share each week. With that said, we will do our best to share enough recap points each week to keep everyone up-to-date with what the team has been working on, by sharing a few highlights each week. Note that continuous work such as environment design, spell optimization, blockchain systems, etc. are constantly being worked on so they may not be mentioned too often. We will focus on the most interesting (but not necessarily the most important) developments each week. And there will probably be things that we are working on that we want to keep secret, for the sake of timing, security, or other reasons. Learn More About Mist:TwitterTelegramDiscordView the full article
  14. Mist NFT — Weekly Recap #6Hello Mist community, and welcome to another edition of the Mist Weekly Recap. This week’s updates include the go-live of the first Dev Diary. In this diary we began describing the new game look, feel, and style. Screenshots can be found here: https://mistnft.medium.com/dev-diary-1-extreme-makeover-mist-edition-18bfef0b5eef The team worked heavily on the spell system, and spells in general. This system, along with the character controllers and multiplayer networking, will take a while to finish, but work continues. NFT Upgrades are still LIVE on the marketplace. Upgrade the NFTs to higher tiers to make them stronger, more rare, and more useful in-game. To upgrade ITEMS, click here: https://mist.game/nft-marketplace/items To upgrade CHARACTERS, click here: https://mist.game/nft-marketplace/characters Then click the “UPGRADE” button on the screen. The team continues the work of redesigning environments and assets (customized). In addition, we are continuing to spend a lot of time on some less interesting (but very important) parts of the game code, including networking, controllers re-design, and more. This Past Week in MistDev Diary episode 1 went live, with tons of screenshots of the new, custom game look and graphics. Check it out here: https://mistnft.medium.com/dev-diary-1-extreme-makeover-mist-edition-18bfef0b5eefTeam worked heavily on the spell system and spell balance.NFT Upgrades are still LIVE: Improve your NFTs, make them stronger, and more rare: https://mist.game/#nfts or https://mist.game/#charactersFinalizing work on the new character controller. The new system is much different than the old controller we had. This work is nearly finished now.Redesign and other special features continued to be worked on.Other miscellaneous game system developmentDisclaimer about the Mist Weekly RecapThis series gives the community a little more insight into the work the team is doing behind the scenes. Most of the work the team is focused on now revolves around code, code, and more code. Not every week we have “Sexy” or “Interesting” updates, as most of the work we focus on is tedious (but important) code-focused tasks, such as blockchain connectivity, in-game systems, or others. And most of that stuff we won’t share anyway for obvious reasons. These systems are the main focus of any serious dev team, but unfortunately not exciting pieces to share each week. With that said, we will do our best to share enough recap points each week to keep everyone up-to-date with what the team has been working on, by sharing a few highlights each week. Note that continuous work such as environment design, spell optimization, blockchain systems, etc. are constantly being worked on so they may not be mentioned too often. We will focus on the most interesting (but not necessarily the most important) developments each week. And there will probably be things that we are working on that we want to keep secret, for the sake of timing, security, or other reasons. Learn More About Mist:TwitterTelegramDiscordView the full article
  15. Table of ContentsIntroOverview of the Dev DiaryDev Diary episode 1The BeginningThe Long, Hard ProcessTHE REVEAL — Mist’s New LookNext EpisodeIntroOver the past few months the Mist team has been relatively quiet on social media. Not a lot of actual game development updates have been posted. But there is a very good reason for this. It was not the right time to release updates, show development videos and screenshots, or anything else. Market conditions were not right, and remaining token vesting was a factor as well. But now the time has come. We will begin our first Dev Diary episode by going back in time 3 months, to August. At that time, the Mist team decided to fully re-imagine and transform the game. We have been working on this new visual style, redesign, re-build, and much more over the past months, and we think it is time to finally begin the release of our work. We will release a Dev Diary episode weekly or a few times a week, and each diary will summarize about 14–20 days of development time. We will start from August of this year, and will catch up to our current developments quickly. After we get everyone caught up with our past developments, the Dev Diary will be a real-time series with work that we are working on at the current time. Overview of the Dev DiaryThis Dev Diary series will take you into the very minds and bodies of our development team. You will see the work they have been doing, the reasoning for their work, and you will even get some insight on their thoughts while doing the development. This series will begin by taking us back 3 months (to August of this year), and we will begin by sharing development process beginning 3 months ago. Note that the screenshots and videos we share will start from 3 months ago, and we will progress to the current day quickly. We want to share things from the past first, so the community gets an idea of where the team started, and how far they have come. Remember, these first screenshots will be from 3 months ago! A lot has changed since then. Over the past few months the team has been grinding behind the scenes. Working on so many aspects of the game, ranging from full-game graphics makeover, to redesign of assets in the game (all custom!), to re-developing the very core of the gameplay such as character controllers, spell systems, and more. Environment design was in progress as well. With the new graphics upgrade, they have all been re-designed to look sleeker, more custom, and more immersive. Many new systems were also developed and put in place. From multiplayer networking, to spell coordinate systems, to potential mobile integration, and more. There are also a few HUGE surprises that we will be releasing during this Dev Diary series, but they will come later in the series. Let’s just say that Mist will become much more customizable, accessible, and immersive. Dev Diary, Episode 1The BeginningIt all started with a vision. In November of last year (2020), blockchain gaming was non-existent. Nobody believed in it, and nobody knew it could be possible. But our team loved the idea of connecting the chain to a game. And it would allow people to earn tokens. Back then, there were no games available. Nobody really knew you could play a blockchain game. And certainly, there were not 50 “games” coming out each day. Unlike today, these countless “card games”, “monster collectors” and more did not exist. And honestly, maybe it was better that way. We knew we could make an easy game, a card-game, or turn-based sort of thing. But we wanted to make a really quality, fun, immersive MMO RPG. It was a big undertaking but we were ready for it. We did not want to do a simple card-type game. We were going to make something great. Originally our team decided to use low-poly character styles, and to use available assets from the Unity Asset store to make the game. The assets were available for use, and we really liked the asset packs. We thought we could use them to make a beautiful, fun game. Of course an asset pack is not just “plug-and-play”, as there are countless hours of work involved to connect them to the game, to connect all the blockchain functionality, and more. However it really did speed up development time, and we were happy to use them. Until the FUD came. The team received continuous feedback about the assets. Some feedback was fair, but most of the feedback was uninformed and misrepresenting our process. The feedback ranged all the way to people claiming the project was a “fake” because we had used assets. Either way, we listened to this feedback. Even after months of development in this low-poly style we decided to totally trash our original concept and bring out something new. It would involve MONTHS of additional dev time (during these past few months, that’s why we have been quiet), but we knew it would be necessary to deliver the type of game the community would appreciate. I’ll say one thing: It is not easy to trash a whole project, to start fresh, after all of that work was put in. But we knew we had to do it. We began a full attack on the new game: - New graphics engine -New stylized appearance -Fully customized assets -Fully customized new environments -Full redesign of the game engine -More, More, and More to come in future episodes of the Dev Diary The Long, Hard ProcessWhen beginning the style re-design process, we had to hire a few extra game developers and designers. We tasked them each to make a few different designs for the game, and to show us some possible re-design looks. We knew we needed a more distinct, custom look. But that raised a lot of questions and we went through many weeks of testing, analyzing, re-designing, and analyzing again. This process cycle took a few weeks until we settled on exactly how we wanted Mist to look. Some designs were more High-Definition. (Actually, High-definition is not technically more difficult to create. In fact, many times High-Definition games are much EASIER to create since you don’t need the artistic piece to make it more stylish). Although making a game high-def is the easiest option (yes, really), it ultimately did not work for us because it would be too difficult to load and play on mobile devices and lower-end computers. Part of this design we considered was a dark, stylized, more immersive style. This style had shadows that were much more prominent, and lighting played a much bigger role. This sort of style we considered for a long time, because like Diablo, it would allow players to immerse in the area closer to their character. Ultimately we chose not to go with this style because we wanted a more open-world, far-seeing design. NOTE: All of these pictures are screenshots from our Developer’s videos. We tried each and ever one of these, and Mist could have looked like these pictures. Oh how funny life can be. Other designs were more cartoony, and fun. They were more colorful and looked like they could be a totally different type of game. There were plusses to this sort of look as well. For example, it would be easier to play and load the game on mobile devices. However these styles we determined were a little bit too “cartoony” and “not serious enough”. We also had a 4th style that we decided not to continue with. This style was also “cartoony”, but with different types of texturing and styling. We decided that this one was also not the exact style we wanted for Mist, as it was too ‘casual’ looking. And then we got a design that we kind of liked (although we did make changes to it later). Originally this design kept that cartoony, colorful vibe, and mixed it with a more immersive style, that felt like an open-world game. The first editions of this style looked like this: And after this, we began putting the finishing touches on the new look. Keep reading to see the final results. The first few steps included improving the lighting, the shadows, and the terrain geometry (note in some pics the character is still low poly. This has since been changed. The characters in the screenshots are asset placeholders. In Episode 4 or 5 of the Dev Diary we will release our new characters as well.). THE REVEAL — Mist’s New LookAs you can see so far, we had to go through many weeks of testing to even find out which style we wanted the game to take. Our developers worked tirelessly to produce example scene after example scene (seen above) to show different potential styles. Finally, we found one that we liked the most. We continued tweaking the shadows, shaders, view distances, lighting sources. We changed around the terrain designs, and we updated skyboxes and more. The Final Product: This style merges semi-realism with a colorful punch. It allows high field-of-view, long view-distances, while also allowing the game to run on mobile devices and low-end computers. Our end result was a beautiful piece of art, that was both playable, and visually appealing. So moving forward, we decided to use this art style for the game. The difference is everything.Totally custom, totally unique. Totally Mist. We went ahead with this art style, and began the re-building and re-design process for all of our zones, caves, towns, characters, classes, assets, etc (all things we will cover in later episodes of the Dev Diary). Next Dev Diary Episode:In the next Dev Diary episode, we will talk about the progression and upgrading process for our first zone, Dunia. We will show very very early screenshots of how the original Dunia looked (as far back as the early brainstorming phase!), and we will show the progressive updates and upgrades on it. Learn More About Mist:TwitterTelegramDiscordView the full article