The Infinite(?) Miriam’s Mice Update Log

Rather than spam new posts for every minor update to my Miriam’s Mice Beta, I thought I’d collect them all here in one place. This list will probably only interest me, or the nosy, or anyone who wants an insight into the particular quirks of Unity/WebgL compatibility, but if you’re one of those curious people, don’t worry! I’ve edited it to avoid any major spoilers.

  • v0.11 – Small delay to intro timing so that the title dropdown appears correctly (More technically: now waits one frame after game load before beginning intro Coroutine – a Unity/WebGL specific issue)
  • v0.12 – Resized certain text that overflowed out of containers (a Unity/WebGL specific issue)
  • v0.13 – Removed a debug level skip code (Whoops!)
  • v0.20 – Fixed staggered mouse movement that made them pause at every intersection (More technically: in the main game loop Coroutine, altered every ‘yield return new WaitWhile(x)’ to check ‘if(x)’ once before yielding, to avoid delay frames – a Unity/WebGL specific issue)
  • v0.21 – Set map scroll speed with arrow keys to be faster and constant (More technically: multiplies all scroll movement by time since last frame to account for WebGL-introduced lag)
  • v0.22 – Reassigned various early-game character expression images to better suit their dialogue
  • v0.23 – Fixed the appearance of key items in the Workshop so that they maintain their base colour while glowing
  • v0.24 – Corrected the timing of mouse conversion during pellet deployment (I was rounding up instead of down, ugh)
  • v0.25 – Adjusted mouse translation text display so that it doesn’t wobble with each new line (More technically: gave the Text component a fixed line spacing so that it doesn’t update due to variable letter heights as new words appear)
  • v0.30 – Fixed major issue where key items in Workshop/Basement were sometimes unclickable (More technically: flipped objects by giving them negative scale rather than rotation through x/y axis, to keep their hitboxes parallel to the z-plane – a Unity/WebGL specific issue)
  • v0.31 – Redesigned some puzzles (“Attraction and repulsion” & “The wildcat enclosure”) containing devices that may not have yet been unlocked, which allowed unintentional early access to later rooms
  • v0.32 – Corrected bug that sometimes left extra mice in the room if pressing the stop button when mice were overlapping
  • v0.33 – Fixed major issue where a story event was failing to trigger (Anyone who has completed the room “A solitary cell” before this update should re-complete it as they did initially to fix the problem)
  • v0.34 – Allowed paper background to auto adjust to fit the variable sizing of handwritten fonts (a Unity/WebGL specific issue)
  • v0.35 – Set various object rotation speeds to be faster and constant (More technically: multiplies all Quaternion rotations by time since last frame to account for WebGL-introduced lag)
  • v0.36 – Fixed bug that sometimes left dialogue option buttons on screen (More technically: only sets button.interactable when both options have fully appeared)
  • v0.40 – Overhauled certain one-off events so they will re-occur if ever interrupted by a webpage reload (More technically: delays all calls to SyncFiles() until the event is complete)
  • v0.41 – Paused game events while progress gauges are filling
  • v0.42 – Stopped the current mouse guide colour from switching unnecessarily when using Undo/Redo in a room
  • v0.50 – Added a late-game mouse variant book and popups to help keep track of mice seen, as well as overhauling the related allegorical dialogue (Finally an addition, not just a bug-fix!)
  • v0.51 – Another addition: a Colour-Blind Mode! (More details)
  • v0.52 – Fixed certain in-room game events to only trigger if the room is successfully completed
  • v0.53 – Flipped/Rotated a bunch of rooms (“Lost and found”, “Carefully timed consumption”, “Delayed start”, “Windows”, “Close quarters”, “‘Lactose’ intolerance?”, “Sofa party”, “The odd couple” & “Corner pellet”) to stop any chairs/sinks from facing the walls (Nitpicking, I know…)
  • v0.54 – Altered image compression method to balance crisper graphics with reduced filesize for WebGL platform (More technically: RGBA Compressed DXT5, with larger base graphics and Crunch Compression, without Mipmaps due to the fixed WebGL game window resolution)
  • v0.60 – Fixed a late-game room (“Bottleneck”) that had been inadvertently broken by a previous update (Yikes! So sorry to those of you who’d been aiming for 100% since then!)