I’d like to start this off, by saying thanks to TeamSwitched, for ruining our gamejolt experience forever, by giving us a shoutout. Hello to all you underswap people!
For anyone who came here organically, or via different means, be sure to check out underswap, which you can find here:
http://gamejolt.com/games/undertale-underswap/126699
We’ve only just met them, but they’ve already shown themselves to be awesome people, and you should totally go give them some love if you haven’t already!
Additionally, I’d like to thank everyone for their support and interest over the last few days, it’s been amazing, I didn’t expect anything like this level of interest in this project when I started it around 4 months ago, I didn’t even expect anyone to play it, never mind actually enjoying it to this degree! You guys are all awesome, and I’m glad to meet all of those of you who I’ve spoken to already, and I look forward to meeting those of you who I haven’t yet!
Right, let’s get to business shall we?
I’m awful at what I do. Really awful, but the good news is, that’s not entirely my own fault. I’m new to this, and I can only improve from here. So, there’s a major bug in all versions lower then 0.1.6. Basically it boils down to this; if you have a slower, or faster computer then mine, the difference in the frame rate sometimes resulted in unexpected behavior of physics objects. This could be mild, from objects being faster/slower then they should have been, or it could have been a disaster, making it impossible to get past some attacks without taking damage due to the mis-calculation.
As of 0.1.7, this bug should be FIXED. However, doing so came at a cost. All the objects are consistent now. They will be the same speed on your computer, as they where on mine. However, the speeds are all different now. Is it harder? Is it easier?
Who can say? I honestly can’t, because I’ve always said from the beginning, because I designed the fight(s), they’re all easy to me. So, that means we may have to re-tweak some of the attacks as we go forwards from here, so please, please keep giving me feedback about which attacks are balanced, and which feel unfair.
With all this in mind, we have left 0.1.6 available to download, which is the last version before these changes. If you’re doing a youtube let’s play or something similar, and you’re happy with how the game currently runs, you can stick with it. However I do recommend updating when possible, for a more consistent experience.
If you notice any “strange” behavior, such as attacks that seem impossible to pass without taking damage, this could be a leftover part of the bug I tried to fix, (it shouldn’t be, but it could!) so please report it to me as soon as possible.
I’d like to finish off, by talking a little bit about our plans for Determination, and what we’d like to do with it next:
We have absolutely no idea. Maybe more content? Maybe a new project? Maybe nothing? We didn’t expect this level of interest or support, so it’s going to take us a while to adjust to the idea. But for now, I am going to continue maintaining Determination until I am happy that it is bug free, and maybe I’ll sneak something in when you’re not looking later, who knows?
Thanks everyone!
~ Danny