INTRO
Hey guys, im here to tell yall about some stuff thats happening with dusttale tragedy...
Let's get started.
STORY
Though dusttale tragedy's story hasn't received any updates for a while, I am accumulating ideas and thinking of shit.
Writing for waterfall is going well, but not really. The next update for the story doc will be focus on improving the Ruins and Snowdin arcs.
THE PREVELANT QUESTION
Since I created dusttale tragedy's game page, a common question has been asked: "When will dusttale tragedy get a demo?"
My answer? Well, its complicated. I don't know how to code... I am willing to learn and will start research on it soon, but that might take a long time...
I was hopeless... until, I analyzed a common trait in other undertale fangames... Not everyone can code...
Therefore, if I get a VERY basic understanding of how codung/making and sharing a project works on a game creation platform, I could simply be the "Owner, Spriter, and Writer" and have team members who could actually code the game.
SOOOOOOOO........ I will do a bit of research, and then create a application form so people can join the team, and start making the game.
Conclusivly, dusttale tragedy will get a demo after I get my shit together, hire some team memebers, and then be able to finish a demo... I don't know hos long that would take, but at least yall will possibly see a demo come out soon.
SPRITES/ART WORK
I have made a lot of art for this project... here is some of it!!!

Undyne Battle Sprite!

Froggit Battle Sprite!

Sans, Snowdin Encounter Battle Sprite! (First)

Sans, Snowdin Encounter Battle Sprite! (Second)

Sans, Final Encounter Battle Sprite! (First)
SIDE NOTE
Note that the Final Encounter Sans Sprite is a it sloppy, better version coming soon! Also, due to a glitch, then second version of the Final Encounter Sans Sprite didn't load, so here: https://www.pixilart.com/art/dusttale-tragedy-final-encounter-alt-sr5zbf703b2db7aws3?ft=user&ft_id=2214465
IMPORTANT POLL
Essentially, I'm having trouble with a part of tragedy's story... Other than the genocide, neurula, and pacifist routes which are caused by the player, I wanted there to be a little 'extra layer' to the route system.
This was to make several combinations of routes, giving the story more possibilities than the usual 3. There are a couple ways to do this, and I'm gonna let YOU GUYS decide what is best.
Here are some posibile courses of action to solve this grand problem!
OPTION ONE - MURDER LEVEL
Murder Level would be another statistic related system that applies to Sans. EXP and LOVE amounts are already considered, but murder level would push my "statistics" concept to it's limit.
Sans's Murder Level, (ML for short) would increase by 1 by successfully completing these actions:
-Killing at least half of the monsters in the ruins successfully.
-Killing Toriel.
-Killing at least half of the monsters in snowdin successfully.
-Killing Doggo.
-Killing Lesser Dog.
-Killing Greater Dog.
-Killing Dogamy.
-Killing Dogeressa.
-Successfully reaching town to kill a bunch of people in time.
-Killing Papyrus.
-Ect.
Sans's actions, and the story overall would change based on how much ML Sans has at the end of a arc.
This is my least favorite option because it forces players to either move as fast as they can, or let sans kill monsters, just to get a different route.
The only good thing about this option in my opinion is that it allows the player to influence Sans's course of action, which is cool.
OPTION TWO - RUN CHANGES
Run changes are small decisions that sans makes during his journey. On the first route, he will do a set of actions which are referred to as the "Normal Route Actions."
After completing the game once, something will change. Sans will make at least one new choice, deemed a new possibility.
This means that every run will be different, based on one or more changes Sans decides to make, causing several different combinations.
There would be at least 12 choices Sans would need to make, with 3 possible decisions Sans can make. Allowing for nearly 1728 different runs you could go on. There would probably be less total run types, but still cool idea.
I like this idea. It makes for a lot of possibilities, with nearly no effort put in. It also separates the player's choices from Sans's choices, which is interesting to me. VERY FUN :DDDD
OPTION THREE - PLAYABLE SANS
Essentially, if you don't move "fast enough," Chara will say something like, "Wonder what that bone head is doing" like Ralsei in deltarune.
Then you will be able to play as Sans, and fight certain enemies or major characters. As Sans, you can interact with enemies in certain ways, and even spare them.
Sparing too many enemies will piss off Flowey, and remove options of using mercy in the future. Your decisions as Sans will affect gameplay, and the story.
This is probably my favorite. Only downside is... idk lol. This one and Option 2 ae my favorite... but my choices don't matter here, yours do!
Make sure to vote on what you want to happen. Note that I might not listen to yall, we'll see, still vote PLEASE.
OUTRO
Thanks for reading this long paragraph, if dusttale tragedy gets 50/75 followers, I'll do a VERY SPECIAL POST, GET HYPED NOWWWWWWWWWWWW..................
Have a good day! :DDDDDDDDDDDDD
Also... JOIN MY COMUNITYYYYYYY >:)
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