Game
Darkless's Underswap Papyrus Fight

6 hours ago

Hello! This is my new project's first devlog and post!
Here in this devlog I will be showing off many things we have made for this game.

(we've actually made so much stuff for this game I am going to have to restrain myself with showing it all off).


- Before you Begin -

I would like to formally give credits to @Chaavas and @mrtreeman21 who both worked together to make some of these sprites I am going to show off today.

If you are also wondering, the picture that I attributed to this devlog is a sans sprite @mrtreeman21 made for this project that I edited, everything else is already made by me.

In this project I edited a lot of individual sprites into spritesheets. So if you see any spritesheets in here that is all my editing work.

Also dev logs for this project will happen mostly during holidays

we won't do devlogs for all holidays however.

and lastly we are still accepting team applications for (Musicians, Coders (Text based coders only though, no visual nonsense), and Playtesters (Game will be hard, make sure to be great at Undertale), and one singular spriter, must be able to animate sprites fluidly.

Without a further to do let's look at our work!

- Sprites -

So to begin we have @mrtreeman21 's UnderSwap Sans Sprite he's made for this project.

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Now you may be wondering since this is an UnderSwap Papyrus battle fangame why we would need a Sans Sprite, and I will tell you why later!

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Here is also a mock-up of the battle HUD for the Papyrus fight @mrtreeman21 has blended together a stylized battle HUD like the one from Undertale ICEBOUND and the original Undertale battle HUD excellently.

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Here's the idle, base Papyrus Sprite @mrtreeman21 has made for Papyrus in the Papyrus fight, @mrtreeman21 also made a front-facing sprite for Papyrus.

image.png

As you see most of @mrtreeman21 's sprites are based on Toby Fox's the original creator of the game Undertale's work.

we have also had @Chaavas opposing this stylistic decision for the project.

so later down the line I may run many polls in order to end this debate among our team.

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now here is a sign showing 4 notes made by @mrtreeman21 . This is used for something I will have to explain to you guys later.

cyan_score_names.png

On the same note here are sprites made by Yours Truly, that are graphics that will show up in the fight for a good performance at a mechanic for this Papyrus fight I will speak about later in this devlog.

(PBIPKJD is just to represent that the PERFECT with the same colors as PBIPKJD is a reference to the Fallen Humans).

(by the way I would suggest possibly reading through this devlog twice so then you can easily piece this puzzle together if you are having a hard time understanding the ideas the first time).

- Music -

Sadly, there is no music made for this project so far. Yours truly, had already made a theme for the Papyrus fight but I decided that I was going to scrap it already. But so far Jeremy, our musician is currently working on a Settings theme for this project and so that will be very sweet when it is finished.

- Concepts & Ideas -

Here is the real bread and butter of things.

These are all ideas me and my team (mostly me) have had for this project that we have yet to make visuals for.

You've got to take our word for it however!

  • Soul Combinations!

Papyrus in this fangame will have the power to turn the human into any soul type that he wants too.

Papyrus can turn you into the Red Soul, (as usual), the Blue Soul (as usual) as well as the Green Soul, Orange Soul, Cyan Soul, Yellow Soul, and Purple Soul

now you may be wondering, how did this fangame implement the Orange Soul and Cyan Soul when they are not in the original game. To that I say!

Cyan Soul!

When the player is the Cyan Soul they will have to move for at least 4 seconds each attack and they will have to pay attention to the music to stop moving every single 4 bars (I.E. when the main melody of the song begins to repeat itself).

This will be adjusted accordingly if the song has wacky time signatures at times.

So that Chained Sign with music notes will show up if you have the Cyan Soul active and the white music note will change based on the bar the song is playing on, the white music note will show to the player what bar the music is on.

and those Score Graphics will show after an attack has ended showing to the player how well they did with the Cyan's Soul's time based minigame.

and this Score is incredibly integral to the battle's design.

the higher score the player can get they will get healed at the end of the attack for more HP.

So if the attack lasts 2 Cyan Soul Score Cycles (8 bars) and the player stops moving 2 seconds earlier before the 4 bars are over twice in that attack they will get healed 10 HP at the end of that attack.

if they do the same thing but they stop moving 1 second early before the 4 bars are over twice in that attack they will get healed 30 HP at the end of that attack.

if they do the same thing but they stop moving 0.5 seconds early before the 4 bars are over twice in that attack they will get healed 50 HP at the end of that attack.

if they do the same thing but they get frame perfect on the 4 bars at the end of the attack they will get healed 92 HP at the end of that attack.

Each of those score graphics will appear based on how well they did during the attack, and if the attack is shorter than 8 bars, or if they do not manage to do well enough on this time-based minigame during the attack they will not get any HP at the end of the attack.

lastly, if they do not stop moving at the end of 4 bars or move for less than 4 seconds of the attack they will take 10 damage for failing the timing challenge and 25 damage for moving for less than 4 seconds of the attack.

Orange Soul!

if the player is this soul they are forced to constantly be on the move! They are forced to be constantly moving.

Now moving onto the Soul Combinations part of this section.

Soul Combinations are where Papyrus can make the player multiple souls at once all with there unique abilities

Red Soul - (Uhh.. Red Soul really doesn't have anything)

Blue Soul - (player's soul is affected by gravity)

Yellow Soul - (player can shoot Big Shots and can shoot normal, puny shots)

Purple Soul - (player is stuck to specific Grid-like Pink lines, like a notebook)

Green Soul - (player obtains a shield that will follow the soul's movements to a tea or will circle around the player switching directions automatically every 10 seconds)

Orange Soul - (player has to move automatically always during the attack)

Cyan Soul - (time-based minigame)

all of these souls abilities can be combined with each other.

image.png

here's a representation of how many soul combinations there can be in the fight. Soul sprite made by @mrtreeman21 and Soul Colors being edited by yours truly!

Now you may be wondering about some soul combinations not working.

(Red + Yellow Cannot Work)
(Red + Cyan Cannot Work)
(Red + Orange Cannot Work)

there are also some soul combinations that are different than others.

Yellow + Green for example, it will be the Green Souls movement with the Yellow Souls gun. Instead of the other way around.

you can move Green soul's Shield with the arrow keys and Yellow Soul's gun with WASD keys. but automatically yellow's gun will be pointing to the opposite side the Green Soul's shield will be pointing towards.

in this soul mode Yellow's Gun will take 3 lasers to go and defeat any normal bones, and some bones may take charging up a big shot in order to break them.

Blue + Red will only have the Red Souls movement but, if you go too high up in an attack the soul will start falling down making you take 5 damage from fall damage upon falling down onto the surface however if there is a platform you can land on that is not too far from the where you fell you may land on that and take no fall damage.

Red + Pink Soul,

and

Blue + Pink Soul,

these soul combinations will work differently

image.png

Here is a crude illustration to demonstrate what I am about to say.

These souls will have no effect on your movement until you find a gap between the lines with a platform to land on. if you go onto the platform you will find your way behind the pages, where you may need to do a platforming challenge like jumping from platform to platform to be able to reach a soul circle that you can jump into that will make you return to the line on the page.

as you see the difference in movement with the white arrows. When you are behind the lines you move with your blue or red soul's movement instead of the pink souls movement.

and if you see there might be small gaps without a platform in the middle on the lined paper of the notebook. There you'd automatically go up to the line above you, but if you lightly press the up arrow key you can jump or move around as a red soul but if you go up a little more you will snap back to the line automatically.

Blue + Orange Soul

in this combination because of the clashing factors of having to move and having low gravity and stuff. You will automatically always jump when possible.

Orange Soul + Cyan Soul

Here you will automatically move but since you have to stop moving every 4 bars you will be able to stop moving if you hold all arrow keys at once. (I am not sure how exactly we could pull this off though so it may be subject to change).

- Nightmare Sequence -

So in this fangame instead of starting out in the Last Corridor you will have to traverse through New Home, Queen Toriel's house too, and if you decide to lay down in one of the bed's in Queen Toriel's house you will start to have a nightmare. A nightmare where you start to see the dead. But instead of them being mad at you, they start saying the lines they said when you met them. (at least most of them, some of them killed themselves because of your actions and so you never met them). There will be very eerie music playing in the background as the dream continues on, and at the end of the Nightmare Sequence your player will wake up and you will have been able to get past your roadblocks stopping you from continuing.

- Q & A -

Lastly, we have some Q & A from my lovely friends that prefer to keep themselves anonymous.

Q : How many phases will there be for the Papyrus fight?

A : Only 1 phase, I am tired of fights having 3 phases, 2 phases sometimes even 10 (slight nod to Disbelief Papyrus Continued, seriously though it's pretty neat you should check it out)

I feel like the climax of the entire adventure starts overstaying it's welcome after 1 phase. Sure the Sans fight in the original Undertale may overstay it's welcome too but that is only if you die too much, and with one phase I feel as if the fight will be more notable.

Q : Are they're any trends that are made commonly in fangames you are hoping to stray away from?

A : I am one to break new grounds. I will not be doing the trend of multiple phases for my fight, as well as making my fight more unique and dynamic than just 24 attacks. I will make sure when I get attacks to think of good attack design whether than just spamming a bunch of attacks and hoping the player can dodge all of it. I will also not be including any sprites of the dead in my fight, you won't see Sans at all during the Papyrus fight, or anyone else for that matter.

Q : How many attacks long will your Papyrus fight be?

A : the fight will be quite long. For reasons I cannot tell. it will at minimum be 44 attacks long, and at maximum 50 attacks long, pretty long but I am trying my best to make it a challenge even for those who have experience playing other Undertale fangames.

Though because of the Annoying dog stealing one of Papyrus's attacks and 3 of Papyrus's attacks being wasted on tricking you, there's 4 attacks of downtime for the player.

Q : Are you making custom items for the Papyrus fight or are you using the same items as Undertale is?

A : I am planning on making custom items with custom abilities completely unique to them for the Papyrus fight.

Speaking of items because of how long the Papyrus fight may be I am going to compensate for that by giving them 12 item slots so they can heal for 12 attacks in this fangame.

Q : Are there going to be dignified attacks for when the player heals in your fangame?

A : yes, there will be attacks for when the player has used a healing item, they will be shorter and more byte-sized from the normal attacks however.

Q : Is this game at all related to your last project?

A : Yes, this game is related to DustSwap (or SwapDust) Darkless's take as this entire gamepage here will be the prologue for DustSwap (or SwapDust) Darkless's take. This will show the events of the original UnderSwap Papyrus fight to the players of that game when it releases.

Q : will there be any other fight than the Papyrus fight in this fangame?

A : it depends, I am planning on having the player start in New Home where they rummage through Queen Toriel's house, have a nightmare and listen to Temmie's Monologue, where she does stop you to initiate the battle HUD? So maybe?

All right! That's all for Q & A for this devlog, if any of you guys would like to ask questions for next devlogs Q & A feel free to ask your questions in the comment section below this post!

That is all from me and my team so far! Happy Thanksgiving!



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