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Mother, Is That You?

Navigate the dark corridors, avoiding the black entities, to find Mother. · By Miracle Blade Chan

Full Version 1.0 Update Sticky

A topic by Miracle Blade Chan created May 23, 2017 Views: 1,311 Replies: 13
Viewing posts 1 to 10
Developer (1 edit) (+2)

Hi people~

I've been slowly working on MITY since 0.7.  I've acquired a high specs gaming pc, but I'm having issues getting it up and running.  The laptop I've been using all this time for MITY dev is kind of running out of juice, it is sort of old and doesn't have high specs (it's not really meant for gaming or gaming dev.)  Once I have the gaming PC going though, I'll be moving MITY dev to that glorious thing and proceed to finish MITY.  There'll be no more teasers or screenshots until 1.0 comes out, but I'll still be looking for glitch testers and spook-quality-checkers along the way.  (Also sprites, still, somewhat).  If you're interested shoot me a message on discord.  I've been thinking about making a MITY discord server, but I'm not sure yet.  I'll post more updates in this thread in the future.  Feel free to message me if ya want.

Edit: Heres the discord

Server invite link: https://discord.gg/NKtSEJ8

Developer

Hi Poeple, been a while since I posted here.  A lot has happened since the last post so I thought I'd tl'dr here.

I got the gaming PC up and running, but it was broke.  Took it to the shop.  Got it fixed.  Tried to continue developing MITY, couldnt.  Gaming PC was strong yes, but the program I've been using is too old.  Bought the new modern studio version for $100.  Couldnt import MITY to the new program.  Had to get 2 in-between version and import them in between them until I got it to the Studio version.  Syntax errors and name errors due to new updated software and language.  Spent about 2 days fixing those.  Got them fixed.  Tested MITY.  Lots of things still broken....like the Bell, Wisps, triggers, layers, etc. 

So basically, since then I've been getting MITY updated to the new software and running properly.  Now I can start fully adding new content.  As I said before, there won't be any spoilers or teasers until the final version comes out.  But, I am still looking for testers.   Be sure to check out my discord as well!

Developer

Hello, you small group of people who follow this game.  Here's some tidbits regarding the 1.0 release.   I got the gaming PC up and running, and upgraded from GM8 to Game Maker Studio 2.  I've been learning the ins-and-outs, but things are looking fabulous so far.

  • Hitboxes for furniture are more refined (and smaller).  You can now walk *behind* objects to a degree, so there's much more leeway.
  • If you find a specific hidden item of which there is only 1 per floor, the fog dissipates for the remainder of that floor.
  • Lore and dialogue is presented between each floor, adding more story elements.
  • Rutledge didn't have bathrooms.  Now it does.  And they're nasty.
  • Tile texture redone to match the camera angle.
  • All walls, furniture, and tile textures are now more defined and easier to see.  (Furniture doesn't blend into the floor).
  • Refined item and furniture placement and some levels redesigned a bit.
  • Now available in fullscreen or windowed (window also resizable and no more weird scaling effect)
  • Many, many other things.

All in all, I've been updating MITY to the new software, with which I have no limits now.  In GM8 I was severely limited.  If the game got too big, the program would crash.  If what I added was too complex, it would crash.  Now, MITY can truly grow.  Look forward to more update notes and the road to the final.

Developer

Hello people who follow this game that is basically unknown.  You faithful few.

Development on MITY is continuing as fast as ever.  Some latest additions, to keep you up to date:

  • There are now floor maps on most floors to help guide you, but you shouldn't rely on them too much.
  • New floor textures.
  • New bathroom floor textures.
  • Many new types of furniture.
  • Improved hit boxes on furniture and furniture that previously could not be walked "behind" can now be walked behind.
  • New aggressive furniture types.
  • Outdoor area has been revamped...its much MUCH better now, and shorter, and less confusing.
  • On death, there is a text that reveals the name of the creature or hazard that killed you.
  • Improved item placement.
  • All documents laying on the floor can be viewed, randomized from a list of 100+ real historical medical and occult documents, but desk documents will remain to be story and lore-related only.
  • In between floors there is a longer break of silence, and text of Daughter talking about her life.
  • Completely new and never before seen textures, floor tiles, furniture, and wall types different from any previous floor, beginning on Floor 11.
  • A new Guardian entity that actively hunts and attempts to trick and trap the player throughout the floor.
  • Improved hitbox detection in the House areas.  No more invisible blocky placeholder barriers - collision boxes are precise and some items and furniture can be walked behind.  It looks very neat.
  • No more Restart Floor bugs.  Instead of starting at the beginning of the floor, the loading screen previous to that floor is loaded instead, so the Floor is completely restarted, meaning instances that are randomized like enemy placements, types, colors, wall types, furniture types, and etc are re-rolled.  For some reason there were game-breaking bugs with the Restart Floor not re-loading properly.
  • Special event when the 2 headed child skeleton "Okubili" is defeated.  Good luck figuring out how to properly defeat him, but it can be done.  This method was discovered on accident, incidentally.
  • Other small things.

Keep following and I'll keep you all updated!  I have a lot of sprite work still to do, and I'm not that GREAT at spriting, or rather, it takes me a LONG time, so I can't give a proper 100% MITY completion date.  I will also need testers and stuff.  But rest assured, the game is progressively becoming better than ever.  It's my hope that it will become something big, one day.


Miri

Developer

Hello everyone~

Work on MITY has been going swimmingly.   Whatwith the nice, smoothness, and no-limits nature of the new engine (no loading times, no lagging, etc) as well as all the new spriting and features added, I will be releasing a new demo on the 22nd.   It will be posted here as an update on the main page.  Look forward to it!

Developer

HALLOWEEN 2017 DEMO AVAILABLE

I ABSOLUTLE LOVE YOUR GAME!!!!! I cant wait for the full verson. My questions is tho Why was their a kid ?or girl and how come she just disappeared? Also how do I get to the secret lvl?  Oh and when will the Full verson will be released? Im sorry fo asking so many questions.

Developer

its okay, im glad you like it!  right now im having problems with the game engine, so im not sure when work will continue.

the girl you saw is another girl who is lost inside the Sanctuary.

follow these steps to reach the secret level:

  1. Go to Floor 2
  2. Go to the East Wing, but do not light the candle
  3. Go all the way to the top corner where the elevator is, you will hear a strange whining sound and see an odd painting.
  4. Walk against the right wall to open a secret pathway, and meet an Acolyte (he is friendly and will not hurt you).
  5. Lead him DOWN to the candle and light the candle, before the big chair maze room with the hyakume in it.
  6. Because you now light the candle with the acolyte, if you die you will respawn and he will be there
  7. In the big room, on the right wall about halfway down is ANOTHER secret path to open
  8. take the Acolyte into this pathway and he will transform into a portal
  9. now you will go to the secret floor

THATS so cool Thank you soooooo muc

Hey, it's me Derpychameleon. Can I have a new link to your Discord?

Developer

https://discord.gg/NKtSEJ8

Developer

Hi ppl, mirichan here with another MITY update. 
things have taken a huge leap forward with development.  some huge things have changed and gotten better and will only continue to do so.

  • new camera system.  the camera now smoothly follows daughter along the screen, not snapped to her.  it sort of floats...it speeds up to catch up to her, and when she stops, it slows down to meet her.  looks like a real indie game cam.  also, i turned up the viewport size, so the game may look like its very small pixelly, but in fact its very very pixelly, allowing for more precise camera movements.  so, no more jitter or stiff camera.
  • new dialogue system.  the old system...believe it or not...is all sprites.  "I should try to be quiet."  Yeah, that text was a sprite.  now tho, thanks to friendlycosmonaut's dialogue system ( https://www.youtube.com/watch?time_continue=19&v=eldtS1NHnzs ) all that old system is being ripped out and being replaced with
  • somehow i never learned about parent/child object relationships, so the document-on-the-floor and document-on-the-desk systems are....extreme game size baggage.  every single one was copy paste but with a different sprite.  not to mention the sprites arent stretched out to display, those are the sprites.  now im changing them to slide up on the screen using 1 single frame, and then slide out, and the object being a child of a parent object, reducing a huge amount of game file and memory size.  plus itll probably look better anyways.
  • there will now be power generators that need to be turned on before gates can be opened.  i can do this now with dialogue options that have option selects built into them.  no more having to just touch a switch or such to activate it.  now, youll be asked if you want to activate it.

more updates to come, but these are some major game system changes laying the groundwork to make all the rest of the game development easier and quicker.  I can generate whole dialogue conversations with just a few lines of text, whereas before, doing that took an entire day.  look forward to more updates in the future.


mirichan

Hmmm, this sounds better and better... Possible vid coming for you to look at.

Developer