
Greetings!
Its not been so long since our last post. Since then we've made some significant progress in development of UTR's demo, we've got a link at the bottom of this post to our Youtube Channel to a video showing of our new developments. As you might know, we've been looking for coders experienced in Gamemaker Studio 2 to help us get started in developing the game. We're still looking for some. However, shortly after the last devlog, we got bored and decided we might as well try it ourselves. So, as of a few days ago we've put together a working Overworld System and can giver you a first look at some gameplay!:

Generally it's working as intended. We've got movement working properly, room linking and room transitions. Collisions are working as well, though we do plan to make some slight changes to them. Currently we're using pretty basic test rooms with simple tilesets, which we touched on in the last post. This'll likely be what what we'll showing stuff off in for a while, but we're hoping to soon be able to show stuff off in rough versions of rooms that'll actually be in the game. Currently our next objective for the overworld system is the implementation of NPC's (Which we'll touch on later.) The Overworld system isn't the only thing we've been working on though:

We've been able to put together a working textbox system! It's still a little clunky, but similarly to the Overworld System, generally works as intended. The proportions of the box and the positioning of the text, are generally how its gonna look in the final game. Our next plans involve implementing that whole asterix thing that Undertale has, as well as implementing portraits, the latter of which hopefully shouldn't be too difficult as a large amount of our portraits are actually already done! We hope we'll be able to showcase them in the next devlog. On another note, we've began to attempt to implement textboxes in the Overworld test rooms, which leads us to something I mentioned just a little earlier:

Currently the NPC system is a work in progress. We reused some of the code from the buttons in the Textbox test room and changed a few things. Generally it works as intended and looks pretty good. But we still have no clue why Frisk is still able to move about when everything should be, y'know, paused Don't ask us why Frisk is now the G-Man. Not even we know. But its incredibly funny to watch.

Speaking of Frisk, we have one final, smaller update! We've fixed Frisk's dialogue portrait so that their hood, actually looks like- Well, a hood. INITIALLY the game was intended to have black and white portraits like the original Undertale before we settled on collided portraits to portray more detail. Generally the decision was an excellent idea. But an issue was that some of the old sprites didn't translate the best to colour, Frisk's being one of them. Thankfully they've been fixed up a little and look much better than they did.

So overall, we've made good progress since the last update. Our current plans development-wise are to fix our NPCs, add dialogue portraits and hopefully get that whole asterix thing sorted, we hope we'll be able to show off at least some of that in next devlog, alongside potentially some new battle sprites and concept art! Our focus is gonna be on overworld stuff for a good while, we don't currently have the skill or understanding to put a battle system together. If you wanna get a slightly better look at our new additions, check out our Youtube Showcase! Until we meet again
LINK TO OUR YOUTUBE SHOWCASE -
APPLICATIONS ARE STILL OPEN -
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