Undertale is a horribly made game
Summary
TLDRThis video delves into the unique development of 'Undertale,' a game renowned for its unconventional approach. Despite creator Toby Fox's lack of professional development experience, 'Undertale' achieved massive success through its innovative gameplay, where players could choose to spare or kill enemies, leading to different outcomes, including a self-destructive 'genocide route.' The game's code is a tapestry of workarounds and attempts, reflecting a passion for storytelling and player choice. Its art style, though imperfect, adds charm, and the dialogue is managed through a massive 'if' statement, showcasing a commitment to customization. The video also highlights 'Undertale's' inspiration to other game developers and the role of 'Game Maker' in enabling such creative freedom.
Takeaways
- đ Toby Fox, the developer of Undertale, is celebrated for creating a best-selling game despite not being an expert developer.
- đ The game's code includes workarounds and failed attempts, showcasing a learning process rather than polished perfection.
- đ„ A unique feature of Undertale is the 'genocide route', where the game crashes itself as a form of ending, symbolizing the destruction of the game world.
- đš The art style of Undertale is intentionally quirky and imperfect, which adds to its charm and has influenced the perception of the game by players.
- đ« Some of the game's art was simplified or changed because it was deemed 'too good', emphasizing the desired rough aesthetic.
- đ Undertale's dialogue is managed through a massive 'if' statement, a less efficient but unique approach compared to the standard database method.
- đ¶ The game is known for its memorable characters, including dogs that players can interact with, which has resonated with many players.
- đ Undertale features a 'fun value' system that randomizes certain events and secrets, enhancing replayability and personalization of the player's experience.
- đ The game was developed using Game Maker, a user-friendly engine that has been instrumental in the creation of many indie games.
- đ Undertale's success story serves as an inspiration to many solo game developers, demonstrating that passion and creativity can triumph over technical expertise.
Q & A
What was Toby Fox's initial intention for the Genocide route ending in Undertale?
-Toby Fox initially wanted the game to delete itself off the player's system as if it had been uninstalled, symbolizing the destruction of the game world by the player's actions.
Why was the initial idea for the Genocide route ending not implemented?
-Toby Fox did not know how to implement the feature that would delete the game itself from the player's system, despite his attempts.
How does the game handle dialogue differently from other games?
-Undertale handles dialogue through one massive if statement called a switch statement, which contains all the dialogue in the game, rather than using a separate file or database for text.
What is the significance of the 'fun value' in Undertale?
-The 'fun value' is a random number assigned at the start of each playthrough that determines the occurrence of rare events and encounters, making each playthrough unique.
What is the impact of the art style on the game's reception?
-The quirky, colorful, and imperfect art style of Undertale has been divisive among players, with some passing on the game because of it, while others appreciate its charm.
Why was some of Undertale's art removed or changed?
-Some art was removed or changed because it looked too good, which did not fit the game's intended style. For example, an animation of Papyrus was simplified, and an art of Doge was redone to appear 'crappier'.
What is the significance of the lava creature in the development of Undertale?
-The lava creature was an early test sprite that was later renamed to 'pole' and used as an object without a face in the game.
How does the dialogue system in Undertale differ from common practices?
-Instead of using a database or file system for dialogue, Undertale's dialogue is managed through a massive switch statement that runs every time a dialogue box appears.
Why is the dialogue system in Undertale considered inefficient?
-The dialogue system is considered inefficient because it uses a large switch statement that could slow down the game, but Undertale's low memory requirements prevent substantial lag.
What is the role of secrets in Undertale's design?
-Secrets in Undertale are designed to be rare and sometimes undiscoverable, adding to the game's charm and encouraging players to explore and replay the game.
How does Undertale inspire other game developers?
-Undertale's success and unique design have inspired many solo game developers, showing that passion and creativity can lead to impactful games even without being an expert programmer.
What is the significance of the Game Maker software in the creation of Undertale?
-Game Maker is the software Toby Fox used to create Undertale. It is beginner-friendly and allowed him to develop the game despite not being a professional developer.
Outlines
đź The Making of Undertale
The paragraph discusses the development of Undertale by Toby Fox, emphasizing his innovative problem-solving and the game's unique features. It highlights the game's code, which includes workarounds and failed attempts, contributing to its charm. The 'genocide route' is mentioned, where the game crashes as a form of ending, originally intended to delete the game files but not achieved. The art style is described as quirky and colorful, with intentional imperfections that add to its appeal. The paragraph also touches on the game's dialogue system, which is managed through a massive if statement rather than a separate text file, making Undertale a highly customized experience.
đĄ Secrets and Creativity in Undertale
This paragraph delves into the secrets and hidden aspects of Undertale, such as the 'fun value' assigned at the start of each playthrough that determines rare occurrences. It discusses the game's approach to secrets and how they are designed to be missed, adding to the personal experience. The paragraph also covers Toby Fox's coding style, which is unorthodox but effective, and his use of Game Maker, a beginner-friendly software that has been used to create other iconic indie titles. The paragraph concludes by celebrating Undertale's imperfections and the passion behind its creation.
đ The Impact and Community of Undertale
The final paragraph underscores Undertale's influence on game developers, suggesting that many solo developers have been inspired by it. It mentions the game's feature of petting dogs, which resonates with players. The paragraph also invites viewers to join a community of game developers and reflects on the broader impact of Undertale, hinting at its role in inspiring a generation of indie game creators.
Mindmap
Keywords
đĄUndertale
đĄToby Fox
đĄGameplay Mechanics
đĄArt Style
đĄDialogue Handling
đĄGame Maker
đĄGenocide Route
đĄIndie Games
đĄPlayer Choice
đĄFunky Code
đĄSecrets and Easter Eggs
Highlights
Toby Fox's Undertale is notable for its innovative workarounds and failed attempts, showcasing the game's development process.
The game's code includes an interesting feature where choosing the 'genocide route' leads to the game crashing itself as an ending.
Toby Fox's initial idea for the game's ending was to delete Undertale from the player's system, but he couldn't achieve it.
Other games like Doki Doki Literature Club and One Shot have implemented the unsettling feature of deleting themselves.
Undertale's art style is quirky, colorful, and intentionally imperfect, which has both detractors and fans.
Some of Undertale's art was changed or removed because it looked too polished, going against the game's aesthetic.
The game's dialogue is managed through a massive if statement, which is atypical and less efficient.
Undertale's code includes numerous if statements and complex conditions, making it unique in game development.
The game features a 'fun value' assigned at the start of each playthrough, influencing rare in-game events.
Undertale's development was driven by passion, aiming to tell a story where player choices significantly impact the game.
Toby Fox's Undertale was created using Game Maker, a software that is beginner-friendly and used for many indie games.
Game Maker allows for both code-based and visual drag-and-drop game development, catering to different skill levels.
Undertale has inspired many solo game developers, becoming a significant influence in the indie game scene.
The game is filled with secrets and hidden content, encouraging players to explore and discover.
Undertale's development process and features highlight the importance of creativity and passion over technical perfection.
The game's unique approach to dialogue and story presentation sets it apart from other titles in the industry.
Toby Fox's humor and personality are evident in Undertale's code and hidden messages.
Transcripts
okay you saw the title but I'm not
talking about the gameplay I'm not
talking about the dialogue I'm not
talking about the story I'm talking
about the way that the game was made see
Toby Fox was not an incredible developer
he never claimed to be he never wanted
to be but he still made one of the
bestselling games of all time because
the code of undertale is filled with a
bunch of interesting workarounds to
problems and many failed attempts you
know how you have the option to either
kill enemies or spare them well if you
decide to butcher them all like a
psychopath which I'm sure you know is
called the genocide route you're
eventually given the choice to erase the
world and when you do that the game
comes to an end by crashing itself and
exiting well what was originally meant
to happen in this ending was a little
more intense the initial idea was to
actually delete the game itself off of
your system gone as if you had just
uninstalled it but the thing
is Toby didn't know how to do that he
tried blessed his heart he tried and you
know what it would probably take me a
hot minute to figure out how to do that
too but it's really funny to see his
attempts at doing so in the code you can
see here that he tries every case
sensitive version of deleting the file
name undertale but no luck there are
other games that manage to do that and
the effect is very unsettling you feel
completely powerless doky DOI literature
Club kind of does something like that
and so does a game called One Shot the
idea is that you only have one chance to
beat the game and if you close the game
or leave well the main character who
you're controlling and needs you um dies
of neglect and then you don't have a
character to play the game with so
you're done playing the game it's pretty
intense so you can understand why Toby
wanted to do something like that and it
would have resonated heavily to feel
completely responsible for not only
killing off every character but also
destroying their world in an alternate
timeline that is the genocide route
ending the many endings of undertale are
part of what defines the game but
another part of that is the art style
it's quirky it's colorful and as you
probably noticed
not perfect it's not beautifully shaded
the line work can be a little funky and
it's kind of inconsistent I was trying
to find the general consensus on whether
people liked the art and undertale or
not and I made the mistake of opening a
steam thread which is the one place I
found that's worse than a Reddit thread
but I did get the information that a lot
of people passed on undertale solely
because of the art and what's funny with
that is that a lot of undertale's art
was actually removed or changed because
it looked too good yeah there's this art
of Papyrus where the animation was too
good so they had to simplify it and this
art of Doge had to be redone because it
and I quote didn't look crappy enough
the bad art and I say that very lovingly
definitely has a charm to it though and
even the completely unused art does too
this was an early test Sprite called
lava creature which is later renamed to
pole and used as an object without the
face big Bob has no known purpose but
just kind of exists unused used in the
game and here's this Sprite of Floy
which I think is meant to be funny but
it's honestly the most unsettling
expression that I've seen this character
have I could imagine flowy saying some
pretty terrifying things with this face
or this one wow and speaking of another
interesting thing about the code of
undertale is actually the way that the
dialogue is handled usually when you
make dialogue in a video game you have a
distinct file that has all the possible
text that can pop up in your game this
is usually a CSV file or a Json and you
can think of it as basically a database
for text so then at different parts in
your code you extract specific parts of
this file and that'll depend on what
character you're talking to if you have
a certain item whatever and that's one
of the most efficient and common ways to
do it but the way that undertale handles
dialogue is much worse all of the
dialogue in the entire game every text
box that pops up is handled in one
massive if statement this is what it
looks like it's called a switch ston and
it works like this a condition goes here
let's say we're looking at a number now
if that number is one do this if it's
two do this Etc so for undertale this
was a huge statement containing all of
the dialogue and every time dialogue was
run it would run case 737 out of what
must have been at least 1,000 lines now
this is technically decompiled code so
it looks slightly different but I
imagine that it's like oh if you're in
this part of the game Talking to Papyrus
make it say this if you're in this
specific Place talking to this specific
character with this specific item do
this undertale is already a highly
custom experience where the dialogue
varies greatly depending on what choices
you make so you can imagine the sheer
size of this switch statement and
usually something like this would be
very bad because it would slow things
down and just very inefficient but
undertale itself requires such little
space and memory that I I guess it's
fine it doesn't cause substantial lag
anywhere and I guess Toby was fine doing
it this way so hey all the power to him
he can make the code as unoptimal as he
wants and it doesn't matter and he can
write it however he wants to there are
rooms with literally hundreds of if
statements there's like 10 cutcenes
controlled by one object nestled in an
increasingly verbose series of if
statements to determine where it goes
the Snowballs in that one room have like
a bajillion vertices and then the best
part doesn't matter Kudos toay on
Twitter for that one they also told us
that the moving text box gag in the
conveyor belt room creates and destroys
and recreates the text every single
frame in order to give the illusion of a
moving box that's right ladies and
gentlemen instead of just moving a box
we're going to make it a stop motion
animation Toby clearly writes whatever
he wants to which is why when you
inspect the undertale website you're
actually given a fun little message at
the very bottom that reads what are you
doing looking for Secrets Don't Put your
nose where it doesn't belong or you
might learn something you don't like he
Toby actually once talked about how he's
sad that games in this era don't have
any secrets hardly which I agree and
disagree with but undertale is
definitely one of the games out there
with a lot of secrets secrets throughout
the game that you might actually never
find and they're designed to be that way
and not because you aren't digging hard
enough for them but because at the start
of each new playthrough and undertale
you're actually assigned a random number
from 1 to 100 called a fun value and
then different rare occurrences happen
to depending on what value you got if
your number is in the range of say 2 to
39 you'll get a call from a random
number as you're walking through Snowden
other events will only happen if your
number is one specific value or in a
very small range the occurrences that do
happen are kind of just fun little eggs
or short dialogue or small changes that
don't affect the gameplay a whole lot
but it is cool and not a lot of games
will predetermine a value at the very
start of your game that affects
encounters because that means you're
sacrificing a lot of content that the
player would just never run into it's a
classic game developers dilemma you want
your players to have a custom personal
experience but the more customization or
choices you give them the less gameplay
will be visible across the board but
undertale is built differently cuz it
said you know what I don't care you
would have to replay the entire game in
order to get some endings and there are
so many conditionals that go into every
dialogue statement heck you skip nearly
all the puzzles in the game if you
choose to kill every enemy undertale is
clearly a game made out of passion
wanting to tell a story give you things
to think about and put you into a video
game where your choices actually matter
not the illusion of your choices
mattering where encounters are the same
no matter what dialogue option you
choose which by the way is the stupidest
thing in game design but whatever
undertale don't do that and the best
part is that to make an experience like
that you don't have to be an expert
programmer if anything is the takeaway
from this video it's that games aren't a
science you don't have to be perfectly
optimal of course some things should be
or else we could this fun thing that we
call lag but they don't have to be
Flawless in how they work they just have
to work they have to do what you want
them to do and tell the story that you
want them to tell remember undertale was
made by one person with the help of an
artist in a free software that software
is game maker who I thank for partnering
with me on today's video I've used game
maker for a lot of my own projects and
it was actually the first game engine
that I started making games with I found
that it's very intuitive everything is
laid out on this nice big dashboard
where you can move everything around
folders are pre-made for you it's very
easy to see everything you're working on
at once visually which My Little
organization brain loves and needs tile
sets animations level editing movement
all these scary things in game
development are wildly uncomplicated
compared to other engines I could
explain all those things to you in like
60 seconds but I don't have to because
there are so many tutorials online that
can teach you how to do it because the
community is massive there's a reason
why undertale used it remember Toby Fox
was not not a professional developer but
he's still made undertale because game
maker is extremely beginner friendly
there's a code option where you can
obviously write code for your game or a
visual drag and drop option which can be
a really nice introduction to just
learning how to think like a programmer
and make your very first game we're
talking Hotline Miami hyper light
Drifter Katana zero Delta Rune also of
course those iconic Indie titles have
all been made in game maker it's
completely free to use for any
non-commercial games you make and if you
do decide to sell your games it's it's a
onetime fee for any PC web or mobile
exports you might make and of course
they also offer console exports download
game maker for free using the link in
the description I am so excited to see
all the Indie Games you guys are going
to bring into the world with game maker
now that my friends is why undertale is
the most horrible game ever written and
I hope it's clear by now we know I was
not talking about the gameplay the
dialogue or the story because that is
incredible the game is imperfect it's
quirky a little weird a little funky but
it's a lovable story and it's really
cool to see how many other games it's
gone on to inspire I'd be willing to bet
that at least 50% of solo game
developers could tell you that they were
inspired by undertale that's all I got
though I'm losing my voice I hope you
have a wonderful rest of your day a
wonderful rest of your day if you're
interested in joining a community of
game developers check out the Discord
server Linked In the description I'll
see you guys in the next one
bye hey there are dogs in the game and
you can pet the dogs this might not be
the first game to have so many dogs you
can pet as many dogs you can pet but
people have been wanting their whole
life is a game where you can pet a lot
of dogs
Voir Plus de Vidéos Connexes
E.Y.E. Divine Cybermancy Review
ĐąĐĐąĐĐ ĐĐĐĐĐĐĐ ĐĐĐĐĄĐĐĐĐĐŹĐĐĐĐ ĐŁĐ ĐĐĐĐŻ! 52 ĐĄĐĐ ĐĐŻ ROBLOX Toilet Tower Defense
How Pixel Gun 3D Lost 98% of its Players
On rush le TOP 10.000 UNREAL en Solo
How to Make a HIT Indie Game (Story-Driven) / "The Formula" | The Art of Game Design
Gw Beli Concord Yang Katanya Game Terjelek 2024
5.0 / 5 (0 votes)