Game
Undertale: Kindred Spirits
8 years ago

#2 May development log!


Hello guys! I want to tell you a bit more about the demo and fixing bugs. So, as I was saying earlier, get comfortable and make a cup of tea, ‘cause it’s going to be a long devlog :D

ALSO THERE ARE GOING TO BE BIG SPOILERS LIKE THESE LETTERS.


Let’s begin with the bugs. Yes, I fixed most of them, but I don’t really want to release another annoying alpha test because it takes too much time. So, for you to know: I have very big list of things that’s unfinished, and it will make alpha test look more annoying and boring. I want you to wait for a full demo release because it will be more interesting and exciting to play.

So, please, don’t say in comments that I should release another new alpha test!


Now, let’s talk about some improvements, additions and unexpected things!

I finished making all rooms in Quiet Ruins, but I want to change their design a little bit, just a bit. Because everything I used in Quiet Ruins was mentioned in original UT game. So, I decided to make some new designs that will at least make you happy about them. Also, you can ask somethings that I could add to the Quiet Ruins design.

Aaand improvements! I redesigned the story with Antil, ***(I don’t want to say his full name before the demo release >:( ) and Antil’s wife. That would be interesting to hear and annoying too, because you’ll need to play the game more than 1, 2 and even 3 times, because there are many changes in routes when you make some awful things :/ It’s not a real problem, because all the characters are bad, a little bit. So, be fine with that.

Unexpected things. Yeah, there’s also some things like that…

First of all, intro:

It’s fully undone and I’m going to fraw it right now because a game without a good intro is not a good game!

Second is soundtrack:

My friend, helper and also a part of team noticed that in the Quiet Ruins we could go on three different routes of going through the ruins. One of them is with rooms you seen in the game screenshots. Yes, that’s not even a half of them, but a quarter. Other than rooms is design problems, because I have no much fantasy to create it all correctly. Also, why am I saying that? It all belongs to soundtrack and it’s list :/ Yes, I made pacifist demo soundtrack, but it’s a demo. All routes will be playable only in full game, because they will make development longer, like, MUCH LONGER. So, I want to make update to the list and it will look like: “UTP OST 12a - ??? | ???” and “UTP OST 12b - ??? | ???”. I hope you know what I’m talking about.

Third is: unexpected soundtrack named ” Goodbye”. “Where is it be played at ?”, ” How do we going to get it if we don’t even know all the routes???”, “WHYY??!!”,.. AHEM, yeah. Something like that will be happening to the comments below. But it’s not a problem. You can try to solve this puzzle, if you’re filled with enough perseverance :

CESSHO NI EXT DEIT

Note: try to replace all the letters in correct order to proceed the answer!


And here goes some spoilers, because why not :)

Finally! I made smooth movements and scales engine! I’m going to use in every single time, but only when it needs to be. Also, this new smooth engine should make a big role in battles, because I already have more than 20 attacks examples, and they will be done eventually, but only when I’ll finish battle engine, because noone knows what can go wrong that this engine will never be actual in the battles :(

Also, I can show a little preview of this smooth engine, to dispel the fog of hypeness! Or not… I don’t really know what will happen after that. Let’s see…


5d0b077357823.gif

Did you seen that?!

Yes, it works. It’s a very rare thing, because most part of my work may become trash(bugs) eventually :/

So, get it all on your mind and just wait for the full demo release! Goodbye!

(c) PGCCO



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