Undertale is a horribly made game

Juniper Dev
8 Jul 202410:31

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

  • ๐Ÿ˜€ Toby Fox, the developer of Undertale, is celebrated for creating a best-selling game despite not being an expert developer.
  • ๐Ÿ” The game's code includes workarounds and failed attempts, showcasing a learning process rather than polished perfection.
  • ๐Ÿ’ฅ 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.
  • ๐ŸŽจ 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.
  • ๐Ÿšซ Some of the game's art was simplified or changed because it was deemed 'too good', emphasizing the desired rough aesthetic.
  • ๐Ÿ“ Undertale's dialogue is managed through a massive 'if' statement, a less efficient but unique approach compared to the standard database method.
  • ๐Ÿถ The game is known for its memorable characters, including dogs that players can interact with, which has resonated with many players.
  • ๐Ÿ”‘ Undertale features a 'fun value' system that randomizes certain events and secrets, enhancing replayability and personalization of the player's experience.
  • ๐Ÿ›  The game was developed using Game Maker, a user-friendly engine that has been instrumental in the creation of many indie games.
  • ๐ŸŒŸ 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

00:00

๐ŸŽฎ 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.

05:02

๐Ÿ’ก 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.

10:04

๐Ÿ• 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

๐Ÿ’กUndertale

Undertale is an indie role-playing game developed by Toby Fox. It is the central focus of the video script, which discusses various aspects of the game's development, including its unique gameplay mechanics, story, and art style. The game is noted for its distinctive approach to player choice, allowing players to spare or kill enemies, which affects the game's outcome. The script also mentions Undertale's 'genocide route,' where the game crashes itself as a narrative device, reflecting the game's innovative and quirky design.

๐Ÿ’กToby Fox

Toby Fox is the developer of Undertale, who is portrayed in the script as a passionate creator rather than a highly technical programmer. The video discusses Fox's innovative problem-solving in the game's code, such as his attempts to make the game delete itself as part of the 'genocide route' ending. Despite not being a professional developer, Fox's work on Undertale has inspired many and is a testament to the game's impact on the indie gaming scene.

๐Ÿ’กGameplay Mechanics

Gameplay mechanics refer to the rules and interactions that make up how a game functions. In the context of Undertale, the script highlights the mechanics of sparing or killing enemies, which is a core element of the game's narrative and moral choices. The video also discusses the 'genocide route' as a mechanic that leads to the game's self-destruction, showcasing the depth of player interaction and consequence within the game.

๐Ÿ’กArt Style

The art style of Undertale is described as quirky, colorful, and not perfectly polished. The script mentions that the game's art was intentionally kept from being too polished, with examples such as Papyrus' animation being simplified to fit the game's aesthetic. This art style contributes to Undertale's charm and is a significant part of its identity, setting it apart from other games with more conventional visual designs.

๐Ÿ’กDialogue Handling

Dialogue handling in video games typically involves managing the text that characters speak. Undertale's method, as described in the script, is unconventional, using a massive 'switch statement' to control dialogue instead of a separate text file. This approach is less efficient but allows for a highly customized experience where dialogue varies greatly based on player choices, reflecting the game's focus on player agency and narrative depth.

๐Ÿ’กGame Maker

Game Maker is the software used by Toby Fox to develop Undertale. The script praises Game Maker for its intuitive interface and beginner-friendly nature, which allowed Fox to create a complex game despite not being a professional developer. The software supports both coding and a visual drag-and-drop system, making it accessible for a wide range of users. The video suggests that Game Maker's ease of use was a significant factor in the creation of Undertale and other indie games.

๐Ÿ’กGenocide Route

The 'genocide route' in Undertale is an alternative path where the player kills all enemies. The script discusses how this choice leads to a unique ending where the game crashes itself, symbolizing the destruction of the game world. This mechanic is a key part of Undertale's narrative, emphasizing the weight of the player's actions and the game's exploration of morality.

๐Ÿ’กIndie Games

Indie games are video games developed independently of large commercial publishers. Undertale is highlighted in the script as a prime example of an indie game that has made a significant impact on the gaming community. The video suggests that Undertale's success and unique design have inspired many solo game developers, contributing to the rich diversity of indie gaming.

๐Ÿ’กPlayer Choice

Player choice is a central theme in Undertale, as discussed in the script, where the player's decisions significantly affect the game's outcome. The game offers a genuine choice between killing or sparing enemies, leading to different narrative paths and endings. This emphasis on player agency is praised in the video as a refreshing departure from games where choices are illusory or have minimal impact on the gameplay.

๐Ÿ’กFunky Code

The term 'funky code' refers to the unconventional and less efficient programming methods used in Undertale's development. The script describes how Toby Fox's coding, while not optimal, works effectively due to the game's low resource requirements. This aspect of Undertale's development underscores the video's message that passion and creativity can overcome technical limitations in game creation.

๐Ÿ’กSecrets and Easter Eggs

Secrets and Easter eggs are hidden features or jokes in video games that players can discover. The script mentions Undertale's use of these elements, such as the game assigning a 'fun value' at the start of each playthrough that determines rare occurrences. These secrets enhance the game's replay value and contribute to Undertale's reputation for depth and detail, as discussed in the video.

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

play00:00

okay you saw the title but I'm not

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talking about the gameplay I'm not

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talking about the dialogue I'm not

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talking about the story I'm talking

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about the way that the game was made see

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Toby Fox was not an incredible developer

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he never claimed to be he never wanted

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to be but he still made one of the

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bestselling games of all time because

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the code of undertale is filled with a

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bunch of interesting workarounds to

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problems and many failed attempts you

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know how you have the option to either

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kill enemies or spare them well if you

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decide to butcher them all like a

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psychopath which I'm sure you know is

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called the genocide route you're

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eventually given the choice to erase the

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world and when you do that the game

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comes to an end by crashing itself and

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exiting well what was originally meant

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to happen in this ending was a little

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more intense the initial idea was to

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actually delete the game itself off of

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your system gone as if you had just

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uninstalled it but the thing

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is Toby didn't know how to do that he

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tried blessed his heart he tried and you

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know what it would probably take me a

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hot minute to figure out how to do that

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too but it's really funny to see his

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attempts at doing so in the code you can

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see here that he tries every case

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sensitive version of deleting the file

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name undertale but no luck there are

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other games that manage to do that and

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the effect is very unsettling you feel

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completely powerless doky DOI literature

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Club kind of does something like that

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and so does a game called One Shot the

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idea is that you only have one chance to

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beat the game and if you close the game

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or leave well the main character who

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you're controlling and needs you um dies

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of neglect and then you don't have a

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character to play the game with so

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you're done playing the game it's pretty

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intense so you can understand why Toby

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wanted to do something like that and it

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would have resonated heavily to feel

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completely responsible for not only

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killing off every character but also

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destroying their world in an alternate

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timeline that is the genocide route

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ending the many endings of undertale are

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part of what defines the game but

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another part of that is the art style

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it's quirky it's colorful and as you

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probably noticed

play02:00

not perfect it's not beautifully shaded

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the line work can be a little funky and

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it's kind of inconsistent I was trying

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to find the general consensus on whether

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people liked the art and undertale or

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not and I made the mistake of opening a

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steam thread which is the one place I

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found that's worse than a Reddit thread

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but I did get the information that a lot

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of people passed on undertale solely

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because of the art and what's funny with

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that is that a lot of undertale's art

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was actually removed or changed because

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it looked too good yeah there's this art

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of Papyrus where the animation was too

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good so they had to simplify it and this

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art of Doge had to be redone because it

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and I quote didn't look crappy enough

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the bad art and I say that very lovingly

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definitely has a charm to it though and

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even the completely unused art does too

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this was an early test Sprite called

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lava creature which is later renamed to

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pole and used as an object without the

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face big Bob has no known purpose but

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just kind of exists unused used in the

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game and here's this Sprite of Floy

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which I think is meant to be funny but

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it's honestly the most unsettling

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expression that I've seen this character

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have I could imagine flowy saying some

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pretty terrifying things with this face

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or this one wow and speaking of another

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interesting thing about the code of

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undertale is actually the way that the

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dialogue is handled usually when you

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make dialogue in a video game you have a

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distinct file that has all the possible

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text that can pop up in your game this

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is usually a CSV file or a Json and you

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can think of it as basically a database

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for text so then at different parts in

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your code you extract specific parts of

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this file and that'll depend on what

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character you're talking to if you have

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a certain item whatever and that's one

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of the most efficient and common ways to

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do it but the way that undertale handles

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dialogue is much worse all of the

play03:50

dialogue in the entire game every text

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box that pops up is handled in one

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massive if statement this is what it

play03:59

looks like it's called a switch ston and

play04:01

it works like this a condition goes here

play04:03

let's say we're looking at a number now

play04:05

if that number is one do this if it's

play04:07

two do this Etc so for undertale this

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was a huge statement containing all of

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the dialogue and every time dialogue was

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run it would run case 737 out of what

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must have been at least 1,000 lines now

play04:22

this is technically decompiled code so

play04:24

it looks slightly different but I

play04:25

imagine that it's like oh if you're in

play04:27

this part of the game Talking to Papyrus

play04:29

make it say this if you're in this

play04:31

specific Place talking to this specific

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character with this specific item do

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this undertale is already a highly

play04:36

custom experience where the dialogue

play04:38

varies greatly depending on what choices

play04:40

you make so you can imagine the sheer

play04:42

size of this switch statement and

play04:45

usually something like this would be

play04:46

very bad because it would slow things

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down and just very inefficient but

play04:51

undertale itself requires such little

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space and memory that I I guess it's

play04:57

fine it doesn't cause substantial lag

play04:59

anywhere and I guess Toby was fine doing

play05:01

it this way so hey all the power to him

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he can make the code as unoptimal as he

play05:06

wants and it doesn't matter and he can

play05:08

write it however he wants to there are

play05:10

rooms with literally hundreds of if

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statements there's like 10 cutcenes

play05:14

controlled by one object nestled in an

play05:16

increasingly verbose series of if

play05:18

statements to determine where it goes

play05:20

the Snowballs in that one room have like

play05:22

a bajillion vertices and then the best

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part doesn't matter Kudos toay on

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Twitter for that one they also told us

play05:29

that the moving text box gag in the

play05:31

conveyor belt room creates and destroys

play05:33

and recreates the text every single

play05:36

frame in order to give the illusion of a

play05:38

moving box that's right ladies and

play05:40

gentlemen instead of just moving a box

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we're going to make it a stop motion

play05:43

animation Toby clearly writes whatever

play05:46

he wants to which is why when you

play05:48

inspect the undertale website you're

play05:49

actually given a fun little message at

play05:51

the very bottom that reads what are you

play05:53

doing looking for Secrets Don't Put your

play05:55

nose where it doesn't belong or you

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might learn something you don't like he

play06:00

Toby actually once talked about how he's

play06:02

sad that games in this era don't have

play06:04

any secrets hardly which I agree and

play06:06

disagree with but undertale is

play06:08

definitely one of the games out there

play06:10

with a lot of secrets secrets throughout

play06:12

the game that you might actually never

play06:14

find and they're designed to be that way

play06:17

and not because you aren't digging hard

play06:19

enough for them but because at the start

play06:21

of each new playthrough and undertale

play06:23

you're actually assigned a random number

play06:25

from 1 to 100 called a fun value and

play06:27

then different rare occurrences happen

play06:29

to depending on what value you got if

play06:31

your number is in the range of say 2 to

play06:33

39 you'll get a call from a random

play06:35

number as you're walking through Snowden

play06:37

other events will only happen if your

play06:39

number is one specific value or in a

play06:41

very small range the occurrences that do

play06:43

happen are kind of just fun little eggs

play06:45

or short dialogue or small changes that

play06:47

don't affect the gameplay a whole lot

play06:49

but it is cool and not a lot of games

play06:51

will predetermine a value at the very

play06:53

start of your game that affects

play06:54

encounters because that means you're

play06:56

sacrificing a lot of content that the

play06:58

player would just never run into it's a

play07:00

classic game developers dilemma you want

play07:03

your players to have a custom personal

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experience but the more customization or

play07:07

choices you give them the less gameplay

play07:09

will be visible across the board but

play07:11

undertale is built differently cuz it

play07:13

said you know what I don't care you

play07:16

would have to replay the entire game in

play07:18

order to get some endings and there are

play07:19

so many conditionals that go into every

play07:21

dialogue statement heck you skip nearly

play07:23

all the puzzles in the game if you

play07:25

choose to kill every enemy undertale is

play07:27

clearly a game made out of passion

play07:29

wanting to tell a story give you things

play07:31

to think about and put you into a video

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game where your choices actually matter

play07:35

not the illusion of your choices

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mattering where encounters are the same

play07:38

no matter what dialogue option you

play07:40

choose which by the way is the stupidest

play07:42

thing in game design but whatever

play07:44

undertale don't do that and the best

play07:46

part is that to make an experience like

play07:48

that you don't have to be an expert

play07:50

programmer if anything is the takeaway

play07:52

from this video it's that games aren't a

play07:54

science you don't have to be perfectly

play07:56

optimal of course some things should be

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or else we could this fun thing that we

play08:00

call lag but they don't have to be

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Flawless in how they work they just have

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to work they have to do what you want

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them to do and tell the story that you

play08:08

want them to tell remember undertale was

play08:10

made by one person with the help of an

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artist in a free software that software

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is game maker who I thank for partnering

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with me on today's video I've used game

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maker for a lot of my own projects and

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it was actually the first game engine

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that I started making games with I found

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that it's very intuitive everything is

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laid out on this nice big dashboard

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where you can move everything around

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folders are pre-made for you it's very

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easy to see everything you're working on

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at once visually which My Little

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organization brain loves and needs tile

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sets animations level editing movement

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all these scary things in game

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development are wildly uncomplicated

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compared to other engines I could

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explain all those things to you in like

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60 seconds but I don't have to because

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there are so many tutorials online that

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can teach you how to do it because the

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community is massive there's a reason

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why undertale used it remember Toby Fox

play08:58

was not not a professional developer but

play09:01

he's still made undertale because game

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maker is extremely beginner friendly

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there's a code option where you can

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obviously write code for your game or a

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visual drag and drop option which can be

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a really nice introduction to just

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learning how to think like a programmer

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and make your very first game we're

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talking Hotline Miami hyper light

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Drifter Katana zero Delta Rune also of

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course those iconic Indie titles have

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all been made in game maker it's

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completely free to use for any

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non-commercial games you make and if you

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do decide to sell your games it's it's a

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onetime fee for any PC web or mobile

play09:32

exports you might make and of course

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they also offer console exports download

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game maker for free using the link in

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the description I am so excited to see

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all the Indie Games you guys are going

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to bring into the world with game maker

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now that my friends is why undertale is

play09:47

the most horrible game ever written and

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I hope it's clear by now we know I was

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not talking about the gameplay the

play09:52

dialogue or the story because that is

play09:54

incredible the game is imperfect it's

play09:55

quirky a little weird a little funky but

play09:58

it's a lovable story and it's really

play10:00

cool to see how many other games it's

play10:01

gone on to inspire I'd be willing to bet

play10:03

that at least 50% of solo game

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developers could tell you that they were

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inspired by undertale that's all I got

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though I'm losing my voice I hope you

play10:11

have a wonderful rest of your day a

play10:12

wonderful rest of your day if you're

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interested in joining a community of

play10:15

game developers check out the Discord

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server Linked In the description I'll

play10:19

see you guys in the next one

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bye hey there are dogs in the game and

play10:23

you can pet the dogs this might not be

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the first game to have so many dogs you

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can pet as many dogs you can pet but

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people have been wanting their whole

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life is a game where you can pet a lot

play10:30

of dogs

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Related Tags
UndertaleGame DevelopmentIndie GamesToby FoxGame MakerGenocide RouteArt StyleDialogue SystemSecretsCommunity