If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Prerelease:Deltarune/Later Development

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Prerelease:Deltarune.

Hmmm...
To do:
  • The Chapter 2 development team interview includes early assets from Chapter 2's development; make note of these and their differences from the released demo.
  • There are still more things that were released by the devs that should be here, like this footage of the Birthday Overflow attack and seemingly an early version of Queen's fight.

Chapter 2 Mockups

Cyber City

2019 Mockup

Hmmm...
To do:
Add the rest of Toby's tweets/videos here.

On Undertale's 4th Anniversary, Toby teased a good amount of things from Chapter 2, a mockup of Cyber City with an early version of Welcome To The City, the Annoying Dog's car animation from Chapter 2, and two versions of Lost Girl, in which the first one was said to play repeatedly through the game even if Noelle isn't in the scene, but in the final game, it's only used in the endgame with Noelle scenes. The second version teases dialogue portraits of Susie, Noelle, and Ralsei which said version is not shown anywhere in Chapter 2 but may get reused for Chapter 3+.

Cyber City Mockup Deltarune Chapters 1&2
DeltaChapter2Sept2019KrisFacingRight.png
DRCH2CurrentKrisFacingRight.png

Interestingly, Kris's standing sprite also looks different in this mockup than the sprite in the final Chapter 2 (which is carried over from Chapter 1). The cape around their shoulder has a greater amount of blue shading on it, their hair and their leg are drawn differently, and their arm is tilted slightly further forward compared to the final. (For the video of Cyber City Mockup, you can see there's a stray brown pixel, likely just a coloring error.)

This version of Welcome To The City is in 160 BPM while the final game slows it down to 152 BPM, it was likely slowed down so the music didn't loop so much. The teased Welcome to The City music is also still in the final game titled cybercity_old.ogg. The mockup features a room design not seen in the final game and the Annoying Dog that would end up as an Easter egg in Cyber City. A silhouette of Queen is also seen, which meant her design was finalized by September 2019.

Toby also jokingly stated "the City is extremely small." in a reply to the same tweet. While this might suggest that the city was meant to be shorter earlier in development, it's more likely to be a joke about how the entire Dark World (and the City in addition) is contained in a tiny computer room in the final game.

(Source: @tobyfox)

Undated Mockup

DeltaruneCh2 AnnotatedCyberCityMockup.png

This mockup, showing an early version of another area in Cyber City, was showcased as part of the 2023 interview with the Chapter 2 development team. This rendition is nowhere near close to final, yet contains some insights into the process of creating these rooms. Various sprites from Chapter 1 are used as character placeholders: Kris is obvious, while Ruddin and Jigsaw Joe respectively stand in for enemies and neutral NPCs. The latter role would be filled in by the Addisons in the final version of Cyber City. There are also various MS Paint lines and annotations used to denote things like invisible boundaries that enemies can't move behind, traffic cones, doors, and a spawn point for a "Viroviro that appears once" (presumably the Virovirokun used to teach Noelle about the game's battle system).

(Source: INTERVIEW: CHAPTER 2 DEVELOPMENT TEAM)

Queen Battle Mockup

DeltaruneCh2 QueenPunchMockup.gif

In the Halloween newsletter, there's a brief section that interviews the development team behind Chapter 2. When asked who their favorite character to make things for was, Chess stated that she liked making content for Queen, and provided two GIFs (one of them being a mockup) of Giga Queen progress. Besides the basic graphics that were made for the background, one of the big differences between this mockup and the current release are that the UI for the health bars weren't used here.

(Source: INTERVIEW: CHAPTER 2 DEVELOPMENT TEAM)

September 2020 Build

Hmmm...
To do:
Add the other prerelease screenshots.

When Toby Fox posted a status update of the entirety of Deltarune up to that point on Undertale's 5th Anniversary, he also released some screenshots of Chapter 2 that have a couple of differences from the current release version.

September 2020 Build Deltarune Chapter 1&2
DRChapter2Sept2020LancerInMenu.png
DRCH2CurrentLancerInMenu.png

After you leave Castle Town in this build, while it looks like Rouxls is not in your inventory in this build, he is actually, on the right side of the box there are a couple of blue pixels belonging to Rouxls's right hand. It's likely Rouxls was censored out in this teaser to make it a surprise for when he does show up in your inventory in Chapter 2. Kris and Susie still have their HP from Chapter 1 and not the higher amount of HP you get from Chapter 2 and the edges of the room were made a bit rounder in the current release.

November 2020 Test Builds

Hmmm...
To do:
Could use some tweaking and polishing

After there was a call for more developers to join the Deltarune team that would help work on Chapter 2 and future chapters in the September 2020 Status Update, a few new members were accepted and joined the team, one of them being Fred Wood. He was tasked with handling all the Maus interactions besides the battles. In November 2020, he was working on the Maus bridge puzzle that comes from the acid river portion of the Queen's mansion, and on May 21, 2022, he decided to showcase one of his many recordings he did while working on Chapter 2, one of which was a very preliminary version of the Maus bridge puzzle he worked on.

At the time it appears there was no tileset for the acid river section of the Queen's mansion yet, and so there is only simple placeholder tiles instead. The sprites for the Maus themselves were different, the sprites for the houses were also different (3 sprites shown of which resemble a tent, a small city, and a blue house surrounded by trees), the sound effects were also placeholders, and it seems you originally had to get the Maus to the cheese instead of filling up two uncolored houses. Also, the puzzle would start each time you switched a house, instead of you having to use a traffic light to release the rodents.

(Source: @Fred Wood)