Game
GREEN SANS

1 day ago

GREEN SANS DEVLOG #2


Hi everyone! Welcome to the second major devlog for GREEN SANS! This post was meant to be just a smaller update to focus on the project's mechanics, but I just kept on writing and writing until it became a full-fledged devlog! Let's not waste any more time and get right into it.

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WHAT'S BEEN GOING ON WITH YOU, GOINKS?

I suppose I'll start with what’s been going on with me! Things have been going quite well in my personal life, and I'm currently on my summer vacation from college. I finally got myself a new car and am working towards other financial personal goals that I hope to accomplish in the coming years. I mention this because I do hope to somehow turn this hobby into something bigger later down the line, so I figured a bit of transparency is warranted.

I’ve also been working with some of my other friends in the community on smaller projects that will come out on their own time. DUSTTRUST X is the main one that comes to mind, and was given a spotlight in the last GREEN SANS devlog. It’s demo is nearing completion, and I REALLY hope you guys like it. I can safely say that it’s my best work writing-wise yet (until green sans comes out lol). Please follow its page if you haven’t already so you’re notified when its demo drops, as this will probably be the last time I bring it up on this page.

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I’ve also been working on more videos for my YouTube Channel. A video I've wanted to make for a while now goes into my creative process while writing and how I use my childhood interests and experiences to shape what I do now, and it really tells a lot as to how GREEN SANS developed as a project and what it means as a creation of mine. I’ll probably talk more about that when it comes closer to being done, but I thought I should mention it.

However, the biggest thing I've been working on (aside from this project lol) is my art! If you follow me on Twitter (which you should totally do, btw), you've probably seen my occasional doodles. That's me trying to develop my own artistic style and harness a new skill! It's been going pretty well, and I hope to use it in more professional situations as I work on my projects. (my art team is still better than me at art lol who would have guessed)

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But that’s enough about me for now. We can now talk about the thing you guys follow me for!


WHERE'S THE GREEN MAN?

Now, a lot of what I'm going to cover is a lot of progress done on the coding side rather than showing off anything super definitive or final. Please do not take anything you see here as the final product!

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As I'm writing this, we’re still trying to figure out exactly how this game is going to function and how it’ll work. As shown previously, GREEN SANS doesn’t follow UNDERTALE’s systems of ACTing and SPARING with your opponents, and instead is treated more like a traditional RPG at times. This ALONE opens up a lot of creative opportunities for us to try that I feel like is what will give the game a lot more depth to make up for a rather linear experience.

(GREEN SANS will not have designated "Pacifist" or "Genocide" routes as you may have first thought. This does not mean there won't be multiple endings, however. Clarifying this struck me as necessary.)

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The first of which is our LEVELING system and our SKILL TREE.

I don't think I need to explain to you how those work, but I'll write a small overview regardless.

When defeating enemies, Buck will gain EXPERIENCE. Once he reaches enough, he'll LEVEL UP, and you can then choose which stats you would like to upgrade. Eventually, after reaching certain levels, you will be able to pick from a selection of perks from the SKILL TREE that you can view from your menu that will permanently be applied to you for the rest of the game.

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So basically, you'll sort of be able to choose how you want to build your character, and that determines how battles will go! Would you like to improve your ATK as much as you can so you can deal the most damage at the cost of becoming what is essentially a glass cannon? Will you put your stats into MAGIC, making spells easier to use so you can have greater control of battles? Or will you ignore this entirely and just… not? level up your stats??? if you’re looking for a challenge i guess idk if it’s kind of like a makeshift hard mode if you really think about it

(GREEN SANS will not have a Hard Mode. Please. We can’t do that to ourselves.)

If this sounds familiar to you, that's because it actually might be! The Mario & Luigi series of RPGs is a very large inspiration for this project, something many fans have already called attention to! They're some of my favorite RPGs I've ever played (outside of undertale and deltarune DUH), and a good amount of how this game functions is based on them. If you loved how those games work, GREEN SANS will feel right at home to you! I'll definitely be going into much further detail on how those games influenced me in that YouTube video I mentioned earlier.

Next up is the COMBAT system!

If you've been keeping up to date, you may have seen that there is more than one way to attack your opponent. We have created THREE different means of attacking, each with their own pros and cons!

Firstly is BASH, the standard option. It's nothing too crazy, just a single hit that deals average damage. If you've played even a lick of UNDERTALE, this should not be new to you at all.

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Next is RUSH, the multi-hit! This one deals smaller damage, but can hit multiple enemies at once!

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Lastly is HOLD, a super powerful charge attack that can be performed by getting by an attack without taking any damage! Great for experts or for use against... sturdier enemies?

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Every single enemy in the game will have a different reaction to each of the three methods, with some being weaker/more durable to them than others. You'll have to figure out what each enemy's weakness is if you want to do the best you can in battle! You can do it through trial and error, uncover it by using your spells, or ask for an assist from one of your SUPPORT TEAMMATES, which... are not done yet. We'll talk about those another day!

From my personal experience playing the combat, I really enjoy it and can't wait to use it to it's fullest potential as the game progresses. I hope you guys will all enjoy it as well!

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I seriously can't thank GREEN SANS's coding team enough for their hard work, because without them this project would be dead in the water. I've been learning how to code a little bit of the side, but it's a hard process for me and I still can't really wrap my mind around it. Thankfully, I don't have to worry super hard about it, because they're there to do the heavy lifting while I mess around and struggle trying to do literally ANYTHING.

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(seriously thank you guys)

(also green sans will not be playable; this is a separate project file i was using to mess around with learning things)


Anyways, we’re currently working on implementing obstacles in the Overworld as well as refining the code of our battle engines. I do intend on implementing all of UNDERTALE’s battle gimmicks in GREEN SANS in some way, especially its soul modes. I have a pretty good idea for how to implement them all. Except Yellow. I don’t know where to put that one yet. Some of DELTARUNE’s gimmicks will also be making their way into the project as well. TP and Grazing are the most notable and prominent ones, acting as you’d expect. Bullets in the overworld is also in testing stages.

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I eventually want to add some cool movement gimmicks into the game at some point, as that was one of the things that stuck out to me the most while I was playing Chapter 5 of DELTARUNE. If you’ve played it, then you already know what it is I'm referring to. That was FUN, and I hope to do something sorta like that in GREEN SANS. I still haven’t FULLY figured out how I'm gonna do it yet, though. We have more important things to work on right now.

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WHAT'S COMING IN THE FUTURE?

Unfortunately, NOT the demo. I still can't put an estimate on when that'll be. We are still planning to have it contain the first two areas, so that should tell you that it's gonna be quite a while before any major release is made.

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However, we still are working on smaller things to put out on the side to keep you all fed. I hope to get to a point where GREEN SANS becomes more than just a fangame, but a source of content that you all look forward to seeing more of. Like, it would bring me immense joy if people's first thoughts were "When's the next Green Sans THING coming out?" Rather than "When's new Green Sans game progress coming out?" or "When is Green Sans coming out?"
Obviously, the game is still our main priority. But we've spent all this time and effort creating a whole wide world for these characters, and there are multiple avenues we can take to show you all what it's like, and we intend to take advantage of that.

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The first of which are the comics I had mentioned in the last devlog. Those are still being worked on and are making good progress. They should be close to releasing within the next few months, with official comic dubs releasing on my YouTube channel one week apart from each other once they're all completed and edited together. There will be 8 comics in total, so it should definitely hold you over for a bit before the next major devlog comes out!

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We will also be hosting more events in our Community Discord Server, with Fanart Contests making a return soon! Winners will receive prizes and have their work featured in upcoming Green Sans videos. If that interests you, feel free to join and make yourself a part of the community. We're getting close to 10 THOUSAND members, which is INSANE!

Other things are planned as well! Things like...

  • More Character Q&A's

  • Future Collaborations

  • A new way to view progress...?

  • more dumb bullshit (this will never not be a thing)

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That's all for the second GREEN SANS devlog! I hope to make at least one more of these before the end of the year, so you'll hopefully be hearing from me again sooner than you'd think. Thank you all for being fans and supporting us and the project. I know waiting can be hard, but I really want it to make it worth your while, so your patience is greatly appreciated. I wanted to use this devlog to focus on the game's mechanics and how it's been coded, so the NEXT one will focus more on the story and what's going on with our colorful idiots. Hopefully with an extended video of the start of the game! We'll just have to see what we can do.

Goodbye for now!

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- With love from AWESOME GAMES



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