Hello friends! Kite here again.
Welcome to the latest MGH Weekly Update!
Progress is picking up on the next alpha test. I spent some time at home to visit with family after E3 to decompress after the crazy run-up to E3 (I didn’t sleep much!).
But now my batteries are recharged, I’m back at my desk and we’re starting to really make some solid steps!
One thing in particular I wanted to confirm that was a massively requested feature last alpha - we’ve added a number of new options to configure the game to your liking.
Field of View slider
Motion blur slider
Motion blur might have been a tad high on our previous alpha!
Mouse sensitivity slider
Mouse invert settings
Key rebind system that is categorized sensibly
Previously it was hard-coded in UE4 to be alphabetical.
Now we’ve got all Ghost keybinds under the Ghost category, etc.
Keybinding reset to default button
We had one before but it required a restart which was not ideal. Turns out this is a somewhat tricky thing to implement!
Volume control
We were always planning on doing this kind of stuff closer to release once the gameplay itself was closer to final, but we bumped it up in priority so we don’t alienate any players who rely on these settings to play and therefore receive relevant feedback!
Let us know on our game suggestions channel on Discord if you think of anything else that we should consider for the alpha test in terms of control/video customization.
As we mentioned before, too, there will be a new option for ultra low graphics that will improve performance significantly on older hardware or integrated graphics. It won’t look very pretty, but we want to make sure that everyone can try it out.
I can also confirm that there’s a ton of new juicy sounds coming in from our dear friend Dennis.
Ambiance, foley, UI sounds, the whole thing will have quite the makeover from the previous test! And if you didn’t play the previous test, well you’ll be taken aback by how good everything sounds! :)
We’re trying to record a lot of unique sounds for various objects so that each prop you can possess really feels meaningfully different audio-visually as well as in a gameplay sense.
For example, if you hurl a Guitar at a Hunter, you’ll hear the sound of a guitar kwa-wanging and explode! Phones have a unique sound as well, and many more. Having nice punchy and believable sounds will certainly help the game feel more physical and impactful when a lamp hits you in the face.
And at the end of the day, that’s all that really matters.
That’s it for this week - in the coming weeks we’ll continue to share what we are working on!
Cheers!
-Kite
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