Weekly Update - January 24th, 2020

Hey there, Ghost Hunters!

Welcome back to another installment of our Weekly Updates.

This week, we are previewing UI changes that the team has been implementing over the last few weeks.

Old_Main_Menu

You may recognize our old main menu design if you’ve played in any of our alpha tests. Kite designed this early on in the project and has wanted to revamp it for many months now.

One of the problems with the old design was that it was quite GPU intensive. It was a live render of a portion of the Mansion map, complete with dynamic moonlight shadows and a fireplace. This caused some fairly poor performance on lower end hardware.

Kite spent some time over the holiday break redesigning the UI:

Watch and share MGH Opening GIFs on Gfycat

(Click the gif above to view at high quality, Gfycat embeds are standard definition)

On the left hand side of the menu is the navigation pane. Clicking one of the options will transition the page up or down. We’ve also added a live render of a hunter on the side - this will eventually show your equipped skin, maybe play some emotes, or switch to a Ghost.

Here’s a look at the new find/create servers section:

Main_Menu_Play

A player may want to jump straight into video settings after launching the game. We’ve made that a bit easier and cleaner.

Game_Options

There’s much more to come! Please let us know what you think, we’d really love some feedback on the new direction we’ve taken.

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Weekly Update - January 10th, 2020

Hey there, Ghost Hunters

Welcome back to another Weekly Update.

This week, we are previewing some changes coming to the Asylum map.

A visit to the residential building will surely cure any post-treatment complications

A visit to the residential building will surely cure any post-treatment complications

As seen in previous weekly updates, we are working diligently on expanding each map to allow for more hiding spots.

We feel like Mansion is big enough to warrant more testing before proceeding. Now it’s time to expand Asylum to be roughly the same size.

To expand upon this map, we’ve decided to add another building entirely to the Asylum grounds. This building is across the courtyard from the main residential building.

This area will be the treatment section of the Asylum, structured more like a hospital, although less formal. There’s an operating room, a small industrial kitchen, some hallways, and more.

Ready to clean up your act.

Ready to clean up your act.

The building has 3 entrances to the ground floor, allowing you to enter either the stairway, kitchen or common area. The 2nd floor offers a lovely view of the courtyard and opposing building.

It is also conveniently located right next to the Hunter spawn area, so if you’re a Ghost be cautious and ensure you aren’t making any noise upon their arrival.

Each of the windows also doubles as an escape. If a Hunter has you pinned, launch yourself out the window and make your escape!

Watch and share Destiny2 GIFs on Gfycat

Our dynamic room variations are also in the process of being handcrafted by our lovely developers.

For those who are unaware, dynamic room variations randomize props and their layouts to help ensure no game ever feels the same! You can read more about dynamic room variations here.

New secrets await discovery!

New secrets await discovery!


That’s it for this week, Ghost Hunters

Thanks for checking out our latest additions to Asylum! With a bigger map and better escape routes, the Ghosts may have gained the upper hand on the Hunters.

How do you feel about these changes? Do you think another building will be too hard for a team of Ghost Hunters to explore and manage? Or do you believe in yourself and your crew? We’d love to hear your thoughts!

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Weekly Update - January 3rd, 2020

Hey there, Ghost Hunters!

Welcome back to our Weekly Update, and Happy New Year!
We hope all you Ghost Hunters enjoyed your holidays with family and friends.

The team is returning to work after some much needed R&R. We will prove that 2020 will indeed be the Year of the Ghost!

Without further ado, let’s continue showing off some new features in development

A dark gloomy night falls upon the Asylum, silently awaiting new patients to come fill its empty beds.

A dark gloomy night falls upon the Asylum, silently awaiting new patients to come fill its empty beds.

One of our core focuses during the development of Midnight Ghost Hunt has been providing enough content and replayability.

Replayability can be accomplished in a number of ways. A satisfying progression system and daily/weekly challenges with unique rewards are a solid way to do that. Obviously a large selection of maps will help here, too. Maybe even custom maps! These are certainly being explored for the final release.

While we aren’t quite yet ready to discuss these features yet, we do have a new feature to share with today. It’s a system that will ensure no two games are identical.

Dynamic room variations!

An example of a room variation. Left is the classic default, right is a new room layout you may encounter randomly.

An example of a room variation. Left is the classic default, right is a new room layout you may encounter randomly.

Many players from previous alpha tests have noted that once the Hunters memorize prop placements, they have a significant advantage.

A common request has been to add some sort of randomization to the props to solve this problem.

That’s exactly what we’ve done! 

Each room now has a large set of prop layouts to be chosen at random, and each room is independent from each other. This means there are a huge amount of potential variations for each map, and it’s unlikely you would see the same exact Mansion twice in a row!

Generally, these layouts are hand-crafted to look somewhat realistic, instead of fully procedurally generated. That might look like a mess, really. It just picks one out of many presets for each room.

We’re also nudging props a bit on top of this, to create another layer of randomization.

The Hunters must ask themselves: is that chair moved because a Ghost moved it, or did it start that way? We hope this will create more moments of hiding in plain sight.

We also have set up “wildcard” props that can randomly select one prop from a pool of possible props. Sometimes it will be a lamp, but other times it will be a potted plant.

We hope this will contribute to an overall sense of unpredictability that will help Ghosts find better hiding spots and prevent Hunters from just memorizing everything to their advantage.


That’s it for this week, Ghost Hunters

Thanks for reading about our new randomization system! Coming to a Midnight Ghost Hunt alpha test near you soon™.

How do you feel about these changes? Have you seen instances where a similar mechanic really improved the experience of a game for you? We’d love to hear about it so we can perfect ours!

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Weekly Update - December 20th, 2019

Hey there, Ghost Hunters!

Seasons greetings, and welcome back to another Weekly Update.

This week, let’s continue our preview of upcoming Mansion map design changes!

A new stairway hides in the upper levels of the Mansion. What secrets might it hold?

A new stairway hides in the upper levels of the Mansion. What secrets might it hold?

As mentioned in last week’s update, we are working to expand our maps. Many alpha testers have reported the maps as being a bit too small - not enough good hiding spots.

We’ve started with our iconic map, our haunted Mansion.

Our latest addition to this map is a fairly common haunted house trope:
the spooky haunted attic!

Climb with me, won’t you?

Climb with me, won’t you?

The attic is our third floor of the Mansion - you can find it up the stairs from the dining room.

As we discussed last week in our weekly update, we want to make sure every enclosed space has at least 2 exits, and the attic is no different.

Climb the staircase, or drop through the trap door into the 2nd floor hallway before attempting to make your escape, the choice is yours!

Again, the idea is to reduce the chances of a Ghost feeling cornered in every single room. This allows Ghosts many different escape routes, and forces Hunters to split up and cover all exits a bit more.

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The attic is a bit dark in some places - plenty of places to hide. Hunters - don’t forget your flashlights!

We’ve also got some new props to possess. Much of the furniture in the attic has been covered with cloth to keep them preserved.

Quite fitting for a Ghost, I think - chase around those Hunters covered in a white sheet!

Watch and share Attic First Show GIFs on Gfycat


That’s it for this week, Ghost Hunters

Who’s excited to play this new iteration of Mansion? Maybe the Ghosts will come up on top more often now!

Happy holidays, everyone! Spend some time with family and eat some delicious food.
See you next week!

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Weekly Update - December 13th, 2019

Hey there, Ghost Hunters!

Welcome back to another Weekly Update!

This week, we’re previewing some changes we are making to our maps.

A new doorway in the Mansion has appeared…

A new doorway in the Mansion has appeared…

Some common feedback we received is that our maps feel a bit small. Not enough hiding spots. It's too easy to cover the whole map with a group of well-coordinated Hunters.

So, we've decided to expand upon the existing maps to make more varied hiding spots, while also playing up the trope that the map concept is based around.

Mansion is probably our most iconic map - it was in our E3 Trailer that debuted earlier this year. It was voted as the favorite map during our recent alpha test. This map seemed like a good place to start our renovations.

Let’s go over the first new addition to the Mansion: the Library.

A two-story library has emerged in the Mansion.

A two-story library has emerged in the Mansion.

When you think of a haunted mansion, an old library often comes to mind.

The cobwebs and dust built up from years of abandonment, lots of dusty books and tomes to posses.

There’s even ladders that you can use. And, of course, you can always hide on the chandelier.

With this new area, we’ve added several new playable props. Books, statues, chairs, and more!

The library grows cold after Midnight. Don’t let your teammates go in alone.

The library grows cold after Midnight. Don’t let your teammates go in alone.

The library is two floors with three exits, one on the ground floor and two on the second floor.

One of our biggest focuses following our Halloween alpha test was to make sure each room has multiple escape routes. Getting stuck in a dead end always feels rather oppressive.

With these renovations, almost every single room inside Mansion has at least two exits. This gives Ghosts more ways to outsmart and escape from the Hunters. The Hunters can’t force you into a choke point if they don’t know which escape you’ve chosen, so try to lose your tail before you escape!

A view on the second floor.

A view on the second floor.

So, that's the library! A two-story wing of the house that's adjacent to the main foyer.

There are other new areas of the Mansion, too - stop by next week for another preview!

Thanks so much for reading!

That’s it for this week, Ghost Hunters.

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Weekly update - December 6th, 2019

Hey there, Ghost Hunters!

Welcome back to our weekly update!

We’re just a few short weeks away from the new year. Time flies!

Last week we took questions from our community across Discord, Reddit and Twitter!
Suit up in your hazmat suit, grab your Spectral Cannon and Radar, and help us track down the answers to your questions.

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Are you planning on making more game modes in the future? - DJ

Yes! With this kind of game, there’s lots of opportunity for this kind of thing. For example, a 7 v 1 game mode could be fun. One Super Ghost versus 7 Hunters. If a Hunter dies, then they become a Ghost too. We could also do a vanilla prop hunt mode. If you have any ideas for a cool game mode, definitely let us know on Discord!

As we are pre-anticheat will the use of reshade be considered cheating? - METALSHARK

Unsure about this right now. This is often a tricky matter for multiplayer games. Purely cosmetic mods/programs could be OK as long as they give you absolutely no advantage. There’s also the risk that the engine may consider any tampering by a process to be cheating.
I’m a fan of letting the players adjust their visual experience to their personal preference - it’s just a matter of implementation. I will look into possible solutions here and keep everyone posted.

Have you thought about implementing weather into the game such as fog, rain, and or lightning? - Straydevilfox

Our Asylum map rains and thunders a bit - but adding some of this randomly to each map could add a lot of flavor. It can really set the mood of a haunted place. This will likely be something we consider adding when we get into that final polish phase.

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How much Do you Plan On the game costing?
- Mets11rap

Not determined yet - we are currently focusing on making the best game that we can. I can say that we will not be full-priced, and will probably end up costing what you’d expect a game like this to cost. We want to make sure the barrier to entry is low so we can count on a solid playerbase. 

Sorry this is not a solid answer yet, we are still early on in the full development process and this will likely be one of the last things we finalize. We just want to make a good game, first and foremost.

Would you consider adding larger maps or do you feel the gameplay shines best with tight spaces forcing constant engagement? - Noony

Great question! I tend to agree with you - the maps currently are too small. You’ll be happy to hear that we’re expanding all three existing maps with more rooms, pathways, and props to possess. I think having more hiding spots is always a good thing. And given how accurate and effective the Hunter’s gadgets are, it will help the Ghosts significantly to have more places to hide.

We are also working on some prop layout randomization. Each room might have a slightly different layout of props each time you play - giving the Ghosts a better shot at hiding in plain sight. 

With a static map, experienced Hunters know exactly when something has been moved or something does not belong. This means that the most effective way to play a Ghost is to merely become a tiny object and wedge yourself in a corner. But with the prop layout randomization, it should help Ghosts take more risks and add some more variety to their options when hiding.

We are also experimenting with ‘wildcard’ props - essentially, these special props could be one of many different props of similar size. Sometimes it will be a lamp, or sometimes it will be a potted plant. This will result in even more variety each time you play the map.

Let us know what you think of these changes on Discord. The bigger maps are currently in development, and I hope one or two of them will be ready for the next test.

Will MGH have achievements? - TMGR13

Yes! You may have noticed we have two already, just a victory for each team. But we plan on many, many more. Win with a headshot with a lamp? Achievement for that. Beat all Ghosts with the Ghostsmasher in a 1v4? Achievement for that too. I’m all about achievements.

Is there a piece or achievement that the team is especially proud of? A feature that stands out and made you say "I’m glad that made it in game!" ? - Thelosttexan

There’s so many like this - to be honest, when you make anything work properly in-game, it feels like a momentous achievement. As it turns out, multiplayer games are hard to make. Surprising, I know.

The biggest ones that come to mind are the way props shatter into pieces. Once I got that working, and I went around smashing things, it felt very satisfying. Our killcam system also took a lot of time to get working, and required a lot of experimentation and research to get working. That was a great moment when we finally saw replay happening.

What would you do in the far future for the lore? (comics, black boxes that give info about the map etc.) - Spook

Lore is great - we’ve definitely got some ideas there. Admittedly, we are mostly focused on gameplay right now. But lore creates context for the game which is really important. Why are there Ghosts? Who are the Ghost Hunters really? Who’s calling the shots? Who hired those Hunters? Lots of fun questions to answer and explore to make the world of MGH feel alive and believable.

You may have noticed the radio announcer in the van ride to the haunted location - there’s some lore to extract there. We plan on doing more of that kind of thing. Comics would be amazing - if we are successful enough to have tie-in comics, we’ve done something right. 

I think some sort of information bank of lore to collect while playing could be cool too. I always liked reading all that stuff when playing games as a kid. Doesn’t really get in the way of gameplay, but there if you want it.

How's life been? Always good to have a break from answering questions about the game
- Mythra Main

Thanks for asking! Life’s been good, just quite busy working on this here game. Looking forward to the holidays so I can spend some time with my family - I don’t get to see them often. It’s going to be lovely. I hope everyone else gets to do the same.

Will the game have more forbidden gestures?
- Chillax

Yes, absolutely. Prepare yourselves. Use of forbidden gestures will result in a ban from most servers, so use this power wisely.

But seriously - the more emotes, the better. We’re on it!

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What is the best way for new players to get into the game? - Jason

We do have a tutorial for both Ghosts and Ghost Hunters. However, it is not complete - and only serves to give you a brief introduction to the world of the game and the mechanics. We plan on shipping with a much better and more fully developed tutorial system. But as we are still tweaking and adjusting core mechanics, we’re not so heavily focused on a perfect tutorial right now - as some of it may change.

We’re also trying to make the game intuitive enough that if you go in and play without a tutorial, you can still stand a chance. As long as you go in with “Okay, this is hide and seek, and I am the hider. Got it.”, then we’re in good shape at least for a first match. A lot of this comes from effective user interface design. 

We do have the F1 Menu that will show you your team and class’s ability with a little video. I think this will help a lot of new players out.

Will the game be out for Xbox, and Playstation, or only PC? - Mort

Currently focusing on our PC release, but ideally we’ll be on all platforms. With cross-platform multiplayer as a goal. We’d like as many people to be able to play the game as possible, and be able to play together.

Console ports are rather costly and take a lot of time, and we are a tiny new indie studio. But it’s certainly something I’d like to. Stay tuned for more on that!

Any plans for modular maps that change slightly or have different corridors open each time a round starts ? - DJ

Randomization is totally something we’re experimenting with right now. Currently we are focusing on just room arrangement randomization without affecting the actual map layout. The rooms will always be in the same spot, but the props inside them may change or will vary in placement. I think this is important because it allows the Hunters to learn the general map flow, which is important for callouts when communicating for your team. If the map layout itself changes, Hunters may not be able to coordinate as well.

However, I think the concept should be explored with perhaps a certain subsection of maps with this feature. Designed from the ground up to be modular and fully randomized. I think it could create a unique challenge to the Hunters. I think it could be a lot of fun.

What's the main programming language behind this project? - nebotec

We’re using Unreal Engine 4 - so that means a combination of C++ and Blueprint. There’s probably too much Blueprint going on, as it is so easy to write and iterate on. But there’s some performance cost associated with it - so as we get closer to release, some/most of it will be refactored into C++ to get some performance gains.

We are doing some fancy custom C++ stuff on top of what the engine is already doing - like our Killcam, some multiplayer features, and so on.

Will audio captions be available for those with hearing issues/general accessibility?
- metalshark

Uncertain about this. Obviously accessibility is an important thing to consider, and I’d like everyone to have a chance to enjoy the game. But it also comes at the cost of balance, as anyone with these captions enabled would have a tactical advantage of some description. Thank you for bringing this up, and I will consider possible solutions for the final release.


That’s it for this Q&A! Thanks so much for the questions, it was great fun to answer them. Can’t wait to play with you all again! I appreciate everyone’s patience as we work to make the game better. Stay tuned for more alpha information soon!

Cheers,

-Kite

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Weekly Update - November 22nd, 2019

Hey there, Ghost Hunters!

Welcome to our latest Weekly Update!

We are continuing our breakdown of statistics from our Halloween alpha test.

This week, we are focusing on the Ghosts. Who could forget our boys in blue?

This is their house now…

This is their house now…

Here’s the data on the Ghost class ability selection:

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Looks like Phantom was the most popular this time around. (Last alpha, it was the Poltergeist)
I think part of that has to do with Phantom being a part of the default loadout - but it also ended up being the most useful ability, in my opinion.

A pretty even split between the 3 original abilities.

The two new abilities, Wraith and Spirit, saw less use. There’s a few reasons, I suspect. They did not have entries in the tutorial, for one. Spirit seemed worse than Phantom in most instances - it probably needs a buff. Might need to last longer or not cancel on damage taken.

Wraith was a bit confusing to most players - but when players found out the best way to use it, it was very strong. Wraith is best used alongside a barricade strategy, or against Hunters who primarily try to break everything in the map with the melee weapon. If you can bait the Hunter to destroying a prop, it will fry their equipment for 15 seconds. Pretty strong!

We’ll look at ways of making the ability more intuitive and some more use cases that it could be used for. Stay tuned on that!

Did you have a favorite ability? Let us know!

You may have noticed we introduced Perks onto the side of Ghosts during this Alpha Test! Perks are passive modifications to support a certain playstyle or strategy. We decided to add them to Ghosts to add some symmetry with the Hunters, and try to make some strategies more viable.

Let’s look at the data!

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Ghostly Reach was the favorite, extending the range you can select objects to interact or possess. Not surprising, as it was the default loadout. But it was also extremely useful for escapes, and I personally used it quite a bit.

Ghostly Focus was also quite popular. I think it was extremely useful if you liked to use your ability or ram often. It combined very well with Phantom for constant quick escapes. You could turn invisible very often!

For our last set of data, we’ve got a fun one for you.

Here are the the 5 most commonly possessed objects!

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Dining Room chairs were the favorite, leveraging almost 6% over Barrels.
(Maybe because of their iconic appearance in our E3 trailer?

The barrel (specifically, the Asylum basement barrels) was quite popular, too. It was a common strategy to pick one of the dozens of barrels in that basement and try to hide in plain sight. Not many Hunters leave the barrel basement intact!

Our seasonal Pumpkin, Coffin, and Candles were quite common, too. Will be sad to see them go, but don’t worry, next Halloween isn’t too far off!

Which prop was your favorite to evade the hunters with? What was your favorite offensive prop?
We wanna know!


Thanks for checking out this update! Our last Alpha Test was very insightful and helps us figure out what direction we need to take Midnight Ghost Hunt to make sure it is a great game.

Until next time, Ghost Hunters.

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Weekly Update - November 15th, 2019

Hey there, Ghost Hunters!

Welcome back to our Weekly Update!
We took a bit of a pause on writing these while we focused on the Halloween alpha test, which ran from October 30th until November 2nd.

Happy to say that the alpha ran quite smoothly, no massive issues! Just some performance hiccups and bugs on certain hardware.

We’ve got a lot of data from the alpha to go over - so let’s jump right in!

Always remember, never ghost hunt alone.

Always remember, never ghost hunt alone.

Let’s start out with the biggest statistic, the overall win rate of each team.

Turns out, we were very close to a 50/50 split!

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Compared to Alpha 3 in August, Ghosts won 1.3% more matches. So we’re moving ever closer to a perfect split.

Next test we’re going to split up the win rate tracking by player level, so we’ll be able to see what the win rates look like with new players versus experienced ones. I think that will be very telling - Hunters seem to be easier to pick up, while Ghosts can be a bit tricky for new players. It takes a bit more experience as a Ghost to learn the right times to run away and hide versus go on the offensive.

Overall, it feels like the Hunters do have a slight advantage, assuming both teams are coordinated and relatively experienced with the game mechanics.

Part of this is probably due to the relatively small size of the maps - there aren’t a lot of great hiding spots that the average Hunter wouldn’t already know about.

For the next test, we are working on extending the existing maps, and implementing some randomization of furniture per-room so there’s some variation between matches. That might help out the Ghosts a little bit, but we shall see!

Next up we have our Hunter equipment breakdown.

HunterSelections

Spectral Cannon was the most commonly selected weapon, however this may be a bit biased as this is part of the default loadout for Hunters. Beyond that, though, the weapon is fairly useful in a variety of scenarios it seems.

Seems best with paired with the Fast Recharge perk, reducing the chance of letting a Ghost get away because you were one battery charge short!

Ghostsmasher returns in second place - most often used for probing quickly around a room for Ghosts without needing to expend battery. However, range and damage are a bit lower as a trade-off.

Project X is our new weapon, and comes in third place. Not too surprising, given the speed and harsh spin-up time on the weapon currently. It’s not very good for chasing Ghosts, unless you get them in a long hallway or cornered. It has the highest damage out of any weapon, but before Midnight it is not quite as useful it seems. I often used it for destroying barricades rather quickly, being careful not to overheat the weapon.

After Midnight, an upgraded Project X ended up being very useful. It’s good to defend a position, where the Ghosts have to come to you. Still, though, the speed penalty and charge up time might be just a tiny bit too harsh.

Moving on to Gadgets!

Unsurprisingly, the Radar comes out on top again at 39.7%. Compared to the August alpha test, that is a 4.2% decrease in utilization.

This is likely due to our introduction of the Ectoplasm Buildup mechanic - if Ghosts move around a lot, they become less visible to Radar. This was introduced to try to make the Radar less of a must-pick, and introduce the Pathfinder as the other really important tracking tool.

In short, the Radar is good if the team of Ghosts are camping or hiding in one spot, but near useless if they are all on the move. The Pathfinder is really good if they are all moving around, but near useless if they have been camping. So there’s an element of counter play there, and is often encouraged to have at least one of each on your team.

Defibrillators were our least selected gadget, which makes sense due to their situational nature. I think we need to make it more obvious when a downed Hunter needs a revive and you do not have it equipped - otherwise relies entirely on comms. We’ll see which way works best.

I think this is a good stopping point for this week - we have much more data to unpack, but let’s save that for next week! We hope to see you there.

Thanks so much for reading! Let us know on Discord or Twitter your thoughts on the alpha. Did you feel like Hunters were WAY OP? Or that Ghosts were clearly favored? We’d love to hear it!


That’s it for this week, ghost hunters.

We hope you enjoyed the breakdown! Were the numbers what you expected, or did you think the results were going to lean in another direction? Let us know by reaching out to us via our socials below!

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