I Made Undertale but it's 3D
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
- 🚀 The project is a 3D remake of the game Undertale, started 10 months ago but with initial work beginning in 2022.
- 🎮 It is the creator's most complex project to date, with a significant number of detailed 3D models.
- 🥤 The creator partnered with Gamer Subs, a company offering energy drinks and other anime-themed products.
- 🧠 The modeling process for characters like Frisk was challenging due to their asymmetrical design.
- 🛠️ Level building was simplified using a 3D tile map feature and custom-made textures for walls and floors.
- 🌌 The game's Sky Box was changed to black to create the feeling of being in the void.
- 🎭 NPC characters like Flowey, Toriel, Froggit, and Nap required detailed modeling and animations.
- 🏠 Detailed props and environments, such as Toriel's house, were recreated with intricate designs.
- 🎮 The game performance was optimized by loading and unloading rooms as the player moves through the ruins.
- 💡 A dialogue system and 'interact' script were developed for player interactions and narrative progression.
- 🛡️ 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
🚀 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.
🛠️ 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.
🎮 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
💡Undertale
💡3D models
💡Frisk
💡Unity
💡Tile map feature
💡NPC characters
💡Animations
💡Skybox
💡Parallax effect
💡Performance issues
💡Easter eggs
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.