![]() ![]() Other than designing, I still have the role of system programmer. Their roles of the main members are overall content implementation and organization, bullet pattern implementation (part-time), and art (Temmie). Other than me, there are about three active team members working day-to-day, with a few other people pitching in from time to time. You may have noticed from my phrasing, but yes, there is a team helping me create the game. It feels like no matter how much I plan, everything comes down to what I think of at the last second…) This is always how it's been with me and my work. My true design style is to reach the moment where we have to make something, then suddenly think of something different at the last minute. (These numbers can be somewhat deceptive though. Important Character, Bosses (First-pass) 100% Phase 2 Map Design (drawn) 0% (this takes a lot of wrist energy so I don't do it until we start programming)Įnemy Design (conceptual) 90% (all bosses are known)Įnemy Design (bullets/visual) 80% (varies per chapter, earlier chapters totally completed) Map Design (textual) 70% (varies per chapter, earlier chapters totally completed) Story and General Game Progression (First-pass) 100%Ĭutscene Dialogue (First-pass, lacking cutscene instructions) 95% Polish ends up taking a lot of time, so the real actual time value may be around 50% done.? We'll see what happens. (Honestly, a lot of stuff FEELS like 80% to me, but the truth is that what's there is quite rough now. NPC interactions are completed in all spots where written. Maps: ?% most are started or placeholder, most need 2nd pass. Non-Bullet Battle Elements: 30% (Some ACTs are done and enemies are fightable, but interactive ACTs need to be completed and polished and the bosses aren't programmed outside of bullet patterns) Initial Setup: 100% (stuff involved setting up people to make the game, adding debug tools, documentation, etc.) Phase 2: Implementation (05.01.20 ~ 08.13.20)Ĭutscenes: 80% (90% are started, needs 2nd pass)īullet Patterns: 70% (enemies are mostly completed, bosses are about 40% done, needs 2nd pass) I'm glad that I'm making the DELTARUNE that I have now and that we are making healthy progress.ĬHAPTER 2 (04.15.20 - 08.13.20) Phase 1: Design Not only was I still busy designing the game, but during that long period, I was able to think of many ideas that make the game's story and characters better. And the strange thing is, even though we ended up using the original engine, I don't regret the lost time, either. I believe we can complete this chapter, content-wise, before the end of the year (not accounting for translation, bugtesting, and porting). So using Chapter 1 as a base, we've started creating Chapter 2 since May 2020.Ī lot of progress has been made since that time. It still felt like the best fit for the project. Without getting into the details, I decided a few months ago to go back to GameMaker after all. Development started around March 2019 and a 99% work was spent on investigating engines alternate to GameMaker, which I used for Chapter 1. We had actually attempted to develop the game since the time too. ![]() In summary, I largely spent the past two years writing, composing, designing, and drawing. I completed readable outlines for every chapter in the game, including first-pass dialogue for almost all the cutscenes, examples of the music, etc.Īlthough certain details are still hazy, the flow of the game and all major events and battles that take place are now clear. The good news is that a few months ago, I completed a significant milestone regarding the game's design. Instead, all of those roles end up handled by me. Unlike UNDERTALE, this is the type of game that would normally have many designers working on each aspect of the game.Ī story writer, a composer, an audio director, a map designer, a battle designer, a minigame designer, and an overall director. Significantly more content than UT in 1 playthrough (especially cutscenes).Plot is much harder to tie together (more characters, more important locations).Exposes the weak points of my creative and artistic ability.Graphics are more complicated and several times more involved. ![]() However, it's a game that's much harder to make than UNDERTALE. Since that time, I've been working hard to figure out the rest of the game. The game will be released in many "Chapters," the first of which I released two years ago on Halloween. I am making a game called "DELTARUNE." It is the second game in the UNDERTALE series. ![]()
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