All undertale characters11/19/2022 *Keiko Fukuichi, who localized Undertale and Deltarune, has also worked on other games such as Hades and Return of the Obra Dinn. There aren’t many cases like this in indie game localization where the translator and original creator work together to communicate the “soul” of the work to the player. I’m very, very satisfied with the Japanese translation. When I read the Japanese text, I had to take my hat off to the high-quality localization that the translator* worked so hard to create. I read all of the translated in-game text, made comments everywhere I thought I needed to, and communicated them to the localization team, so all of the Japanese text you read has been personally okayed by me. I actually studied Japanese, so I participated in the translation for the Japanese version as a supervisor. Thank you for playing my game, everybody. Please leave a message at the end for the Japanese users who will play this game! If it took a year and a half to develop Chapter 2, then based on some simple calculations… Huh?! No way! Help me! To answer seriously, I want to release Chapters 3, 4, and 5 as soon as they’re done. Whenever an interviewer asks me about when Chapter 3 will be released, I add another year before it comes out (that’s another year just now!) About when do you think will it be released? I liked all three of them, so I couldn’t settle on just one… so that’s how those three came to be. I asked a designer I love to design a musical enemy, and they gave me three samples. I actually have another story about the musical shopkeepers. The musical shopkeepers in particular were amazing… They were adorable, including the sound. With the other characters, I started with the visual design, and then thought, “What kind of character would this be?” That was how a lot of the characters, such as Lancer and the music shopkeepers, were born. I made most of the main characters when I thought “this story needs a character like this.” For example, I needed another villain this time around, and I had King last time, so I decided to make it Queen this time.įrom there, I wrote a ton of dialog and then rewrote it about 10,000 times over 6 years… Then I had a complete new character and everyone lived happily ever after! Or so I thought, before I rewrote it again… (repeat for six years) The characters that appear this time are charming as always. The atmosphere created by the horn made the player’s tears dry up.) But if it was a reeeally funny joke, I might do it on purpose anyway… (*Toby squeezed his bicycle horn. I wanted to make sure the timing wasn’t off, or a character wasn’t smiling at a time they shouldn’t be, or that a serious scene wasn’t ruined with a joke. If there’s any point I gave special care to, it would be for the production to be emotionally effective. Also, what did you pay particular attention to when making Chapter 2? I didn’t know such a hidden feature existed… Wait, it’s not hidden at all?! Please give it a try, everybody. I hope all the players can enjoy the experience of becoming big (long-press the A button!) It took a lot of effort to make the hidden boss enjoyable in particular. But having them make what’s in my head exactly as I envisioned it… is about 10.2 times harder than doing it myself! Yes, that makes me the director from now on (please picture a professional dog wearing a beret). I did all the programming for Chapter 1 and Undertale on my own, but I hurt my wrist, so I can’t program for long periods at once anymore… so about 90% of Chapter 2 was programmed by other team members. What part of developing Chapter 2 did you face difficulties with? But three years is a long time… I feel a bit sorry that I made everyone wait so long… A lot had to happen before we could get development underway. T his makes two and a half or three years since the last release.Ĭhapter 2 itself actually took about a year and a half to develop. It would be nice to increase our time limit… Well, I’m glad that you seem well. If I had some for breakfast, I could have 27 hours in the day and sleep in. I want to have some of that green fruit that increases your time limit. Hey, can you pass a request on to Mario for me? Ask him to take me to Yoshi’s Island. Now that I’ve finally finished it, I feel… exhausted. Here’s the full Deltarune Chapter 2 talk with Toby Fox – as well as some concept art: Since it was never made available in English, our team has now gone ahead and translated the interview in full. However, the discussion was only available in Japanese. Around the release of Deltarune Chapter 2 on Switch, Nintendo published an interview with creator Toby Fox that touched on various topics like its development and characters.
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