I Made Undertale but it's 3D

CodyCantEatThis
13 Apr 202414:11

TLDRThe video documents the creator's ambitious project to remake Undertale in 3D, a task that required extensive modeling and attention to detail. The creator discusses the challenges of modeling characters like Frisk and Flowey, as well as the intricacies of designing animations and enemy encounters. They also mention their partnership with Gamer Subs and the integration of their products into the video. The video showcases the development process, from character modeling to environment creation, and the implementation of gameplay mechanics, including dialogue and combat systems. The creator's passion and determination are evident as they bring the 3D Undertale remake to life, complete with easter eggs and a download link for viewers to experience the game.

Takeaways

  • ๐Ÿš€ The project is a 3D remake of the game Undertale, started 10 months ago but with initial work beginning in 2022.
  • ๐ŸŽฎ It is the creator's most complex project to date, with a significant number of detailed 3D models.
  • ๐Ÿฅค The creator partnered with Gamer Subs, a company offering energy drinks and other anime-themed products.
  • ๐Ÿง  The modeling process for characters like Frisk was challenging due to their asymmetrical design.
  • ๐Ÿ› ๏ธ Level building was simplified using a 3D tile map feature and custom-made textures for walls and floors.
  • ๐ŸŒŒ The game's Sky Box was changed to black to create the feeling of being in the void.
  • ๐ŸŽญ NPC characters like Flowey, Toriel, Froggit, and Nap required detailed modeling and animations.
  • ๐Ÿ  Detailed props and environments, such as Toriel's house, were recreated with intricate designs.
  • ๐ŸŽฎ The game performance was optimized by loading and unloading rooms as the player moves through the ruins.
  • ๐Ÿ’ก A dialogue system and 'interact' script were developed for player interactions and narrative progression.
  • ๐Ÿ›ก๏ธ Battle mechanics include player dodging in a 3D perspective and a variety of enemy and boss attacks with unique patterns.

Q & A

  • How long ago did the creator start working on the 3D Undertale remake?

    -The creator started working on the 3D Undertale remake around 10 months ago.

  • What was the main challenge in modeling Frisk for the 3D Undertale remake?

    -The main challenge in modeling Frisk was accounting for the character's asymmetry, such as the exposed left ear, hidden right ear under the hair, off-center head, and the difference in leg size.

  • Which company did the creator partner with for the Undertale 3D remake?

    -The creator partnered with Gamer Subs, a company that sells energy drinks and other products.

  • What is unique about the flavors of Gamer Subs' energy drinks?

    -Gamer Subs offers a variety of flavors, including typical ones like grape and red raspberry, as well as more unique flavors like anime girl thigh.

  • How did the creator use 3D tile maps to facilitate level building in the Undertale 3D remake?

    -The creator used a 3D tile map feature to make the level building process easier by creating textures for different walls and floors, then using prob Builder to make models for the tiles, ensuring they were flat planes for visibility.

  • What was the main difficulty in creating the laughing animation for Floy in the 3D Undertale remake?

    -The main difficulty was making a few models with gradually growing sides of the face and distorting it along the way, then looping the animation between two frames with varying mouth openness.

  • How did the creator approach the design of Nap in the 3D Undertale remake?

    -Nap's design was straightforward, resembling a person wearing a white sheet as a ghost costume, with not much detail required.

  • What performance optimization technique was used for the rooms in the Undertale 3D remake?

    -The creator implemented a system where only a few rooms would be loaded at a time, spawning and despawning as the player moves throughout the ruins to address performance issues.

  • What is the main gameplay feature introduced by the 'interact' script in the Undertale 3D remake?

    -The 'interact' script is responsible for most of the player interactions, including storing dialogue, adding face sprites to the dialog box, and tracking the character's expressions during conversations.

  • How does the 3D perspective in the Undertale 3D remake affect the player's ability to dodge enemy attacks?

    -The 3D perspective makes some attacks easier to dodge but also makes others more challenging, so it depends on the enemy and attack type. Shadows on the floor were added to help players identify their position and the attacks' direction.

Outlines

00:00

๐Ÿš€ Undertale 3D Remake: The Journey Begins

The creator discusses the inception of the Undertale 3D remake project, which started about 10 months ago. They mention the significant challenge of modeling Frisk due to the character's asymmetry and the complexity involved in recreating the game's 3D models with high detail. The video also introduces the partnership with Gamer Subs and the promotion of their energy drinks and other products. The creator shares their initial struggles with the project, particularly with modeling Frisk, and the determination required to overcome these obstacles. They demonstrate the level of detail by comparing models from their Zelda remake with Undertale's models and discuss the process of setting up Frisk to walk around in Unity.

05:01

๐Ÿ› ๏ธ Crafting the Ruins: 3D Modeling and Environment Design

This paragraph delves into the intricate process of creating the Ruins map in the Undertale 3D remake. The creator describes the challenges of 3D modeling, including the complexities of designing walls, floor tiles, and corner walls. They discuss the use of 3D tile map features and the creation of materials for different surfaces. The creator also talks about the Sky Box changes, the addition of a gradient sprite, and the detailed work on Toriel's house walls. Furthermore, they share their experience in creating NPC characters like Flowy, Toriel, Froggit, and Nap, highlighting the modeling and animation processes for each character. The paragraph concludes with the creator's efforts in modeling various props and setting up the environment within the Ruins, emphasizing the time-consuming nature of this task.

10:01

๐ŸŽฎ Game Mechanics and Encounters: Bringing Undertale to Life in 3D

The creator shifts the focus to the gameplay mechanics and enemy encounters in the Undertale 3D remake. They detail the process of modeling and animating various enemies like Froggit, Whims, Mold Mool, Migos, Vegetoid, and Lukes, each with unique attack patterns. The creator also discusses the design of boss encounters, including Flowey's unique battle, Nap's mini-boss fight, and Toriel's multi-stage attack sequences. The paragraph highlights the addition of player interaction through an 'interact' script, the random encounter system, and the implementation of battle mechanics that allow players to dodge attacks in a 3D perspective. The creator concludes by mentioning the inclusion of items, pause and settings menus, and Easter eggs from the original game, emphasizing the game's completion and providing a download link for interested players.

Mindmap

Keywords

๐Ÿ’กUndertale

Undertale is a popular indie game known for its unique gameplay mechanics, narrative, and memorable characters. In the context of the video, the creator is remaking Undertale in 3D, which means they are converting the original 2D game into a 3D environment, enhancing the visual experience and potentially adding new dimensions to the gameplay.

๐Ÿ’ก3D models

3D models refer to the three-dimensional representations of objects, characters, or environments within a digital space. In the video, the creator discusses the significant effort required to build detailed 3D models for the Undertale remake, emphasizing the complexity and the level of detail involved in the process.

๐Ÿ’กFrisk

Frisk is the main protagonist of Undertale. In the context of the video, the creator describes the challenges they faced in modeling Frisk in 3D due to the character's asymmetrical design in the original 2D sprites. This process required multiple attempts and different approaches to accurately represent Frisk's unique appearance in three dimensions.

๐Ÿ’กUnity

Unity is a widely-used game development platform that allows creators to build and develop 3D and 2D games. The creator uses Unity to import and animate the 3D models of characters like Frisk, as well as to design and build the game's levels and environments. Unity's tools and features enable the creator to bring their vision of a 3D Undertale to life.

๐Ÿ’กTile map feature

The tile map feature is a tool used in game development for creating levels or environments by placing individual tiles to form a larger map. In the video, the creator uses this feature to build the levels in the 3D Undertale remake, making the process more efficient and organized by creating different wall and floor textures and materials.

๐Ÿ’กNPC characters

NPC stands for Non-Player Character, which refers to characters in a game that are not controlled by a player. In the Undertale 3D remake, the creator focuses on recreating key NPCs such as Flowey, Toriel, Froggit, and Nap. These characters play significant roles in the game's narrative and their 3D models and animations add depth to the player's experience.

๐Ÿ’กAnimations

Animations in the context of video games refer to the movement and actions of characters or objects within the game. The creator discusses the challenges of animating the 3D models of NPCs, such as Flowey's laughing animation and Toriel's various interactions with the player character, Frisk. These animations are crucial for bringing the characters to life and enhancing the storytelling aspect of the game.

๐Ÿ’กSkybox

A Skybox is a graphical representation of the sky, used in 3D environments to create a realistic background or setting. In the video, the creator changes the Skybox to a completely black void, which adds to the atmosphere of the game and emphasizes the game's setting within the Ruins, a mysterious and enigmatic location.

๐Ÿ’กParallax effect

The parallax effect is a technique in game design where background elements move at different speeds, creating an illusion of depth and distance. The creator uses this effect to enhance the city view in the game, making the buildings in the foreground appear closer to the player while those in the background appear farther away, thus adding a sense of depth to the game world.

๐Ÿ’กPerformance issues

Performance issues in gaming refer to problems that affect the smoothness and responsiveness of a game, often due to hardware limitations or software inefficiencies. In the video, the creator addresses performance issues by implementing a system where only certain rooms are loaded at a time, reducing lag and ensuring a smoother gameplay experience.

๐Ÿ’กEaster eggs

Easter eggs in video games are hidden features, messages, or jokes that are intentionally placed by the developers for players to discover. The creator mentions adding Easter eggs from the original Undertale game, such as Flowey stalking the player and the hidden Froggit in the wall, which serve to delight and reward players who explore the game thoroughly.

Highlights

Undertaking the ambitious project of remaking Undertale in 3D.

Creating the most 3D models ever for a video project.

Innovative use of Gamer Subs' energy drinks to fuel determination.

Challenging process of modeling Frisk due to asymmetry.

Utilizing 3D tile map feature to streamline level building.

Crafting detailed textures and materials for walls and floors.

Creating a unique walk style for Frisk by altering arm and leg positions.

Designing the environment with a new black background for a void-like atmosphere.

Developing NPC characters with intricate animations, such as Flowey's laughing and sinking.

Experimenting with different modeling techniques for Toriel to achieve a more accurate representation.

Building the ruins with a focus on detail and accuracy to the original game.

Implementing a performance optimization strategy by loading and unloading rooms as the player moves through the ruins.

Creating a seamless transition between rooms using portals, inspired by previous Portal game.

Developing an 'interact' script for player interactions, including dialogue and animations.

Incorporating a random encounter system with a monster spawner script to track steps and encounters.

Designing enemy encounters with a variety of attack patterns, requiring different strategies for each.

Implementing a 3D perspective for battles, enhancing player's ability to dodge attacks.

Adding depth to the game with a diverse set of items usable in battle.

Inclusion of Easter eggs and hidden elements, enhancing the replayability and discovery aspect of the game.