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A Keyboard and the Truth



Revel Immortal version 22-d sneak peek

Posted by EDI, 23 September 2014 · 136 views

Greetings all,

I had a semi-productive weekend as planned in my last journal entry.

The result is that a pretty significant internal milestone has been reached in the re-design of Revel Immortal.

While it wont be apparent to most of you; a large amount of the technical underpinnings needed to support Revel (view systems, gui, interaction with the accou...


Update 9/19

Posted by EDI, 19 September 2014 · 158 views

Woosh! ...these months fly-by fast; time for an update!

Lots of things have been happening so I'll report on a few.


New Logo

One of the problems with having named your company 14 years ago, is that trends change.

While I have never really been able to change Ethereal Darkness Interactive (who uses interactive anymore, eh?);
I tend to use the more i...


8/15 Revel Immortal Progress Update

Posted by EDI, 15 August 2014 · 353 views

Greetings all!

It's been far too long since my last update (~2 months); I've found myself saying in this time "I should do a journal update..." but said "Nah. I'll wait till I've got more to show."

...thanks to @Navyman reminding me of my overlong lapse in updates; the time has come!


Revel Immortal Update:

It's been a tough summer for sure, and so f...


Update 6/19 Work In Progress travel map

Posted by EDI, 19 June 2014 · 222 views

I'm not much of a "free-hand" artist, but below is a work in progress of some art for the new Garranshall travel map.

The goal with using stylized maps for local and world maps; is to help convey more about an area and culture; than you can get from traveling at the ground level.

This way, gameplay maps can stay focused on gameplay; and larger swaths of...


Update 6/17

Posted by EDI, 17 June 2014 · 160 views

Hi all,

Way too long since my last update (~2 weeks).


I've been making good progress with the map views in Revel, which are the main gameplay spaces.

I now have Morning walking about and can place down various structures.

I also spent considerable time stripping out a bunch of unneeded code and making performance modifications particularly in the are...






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