Beta64 - Yooka-Laylee / Project Ukulele

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If you've been watching my channel for any length of time, you probably know that I'm a big fan of the game studio Rare. After all I've done videos on Banjo-Kazooie, Banjo-Tooie, Conker's Bad Fur Day, Diddy Kong Racing ETc Etc So when playtonic games first announced project ukulele back in 2015 I knew from that point on that I was eventually going to have to make a video on its development so here we are and to do this game justice. I went all out and covered just about everything that I could find comparing every bit of footage by hand and thanks to help from playtonic themselves especially Gavin price the creative lead a playtonic this video has become a masterpiece so grab some snacks and get ready to learn all about the development of yooka-laylee yooka-laylee Began as a simple idea by a group of former rare employees who wanted to create a spiritual successor to banjo Tooie and this Idea was first announced the public in september of 2012 with many tweets from the account mingy jongo a boss from Banjo-tooie to itself This account was comprised of Grant kirkhope and Steven hurst among others and was used in order to Gauge interest in the spiritual successor The accounts profile does a good job at explaining What that plan was it said Let's make the spiritual Successor to Banjo Tooie core members of the original team are ready to go all we need is your support Join us today at this point very little was decided on by the team as to what this game would be Though a few tweets mentioned some of their initial plans first they were thinking it would be a 3D platformer using the unity game engine Though they made sure to mention that they wouldn't be trying to recreate Banjo, but instead create something entirely new back then there were also some thoughts of using kickstarter to fund the game's development as Paying for the game was currently a big issue that needed to be worked out. That's one of the reasons Why they needed people to spread word about the project and the people pulled through? Soon after the first announcement mingy jongo replaced their old Twitter bio with this new one saying we want to make a great game We asked if you were interested, and you all said yes, now. We're working out the what's in the hows Everything seemed like it was going to work out But this was the point that it all started to fall apart the Twitter Account was left abandoned after December 20th 2012 and on April 20th 2014 Grant Kirkhope was asked on Reddit what happened to this spiritual successor his response was definitely not what people were hoping for He said that some of the team that were a part of the project had gotten as far as drawing up characters and even getting A demo level set up, but sadly the project all fell to bits everyone had their own jobs And it just wasn't going to work out However, just when all hope was thought lost some mysterious tweets were made by mingy jongo in late December of 2014 Two years after the radiant silence people were hoping it would start making sense soon But it only got Stranger like how in early February the Pages bio was replaced to this saying you mas restart for changes to take effect It was obvious that something was about to change and it really did soon after this Everything was moved over to a new account under a new name playtonic Games now was an entire website of its own those travelling to the site were also given some very interesting information First off it revealed the team at the time which consisted of six people Chris Sutherland gavin price females yen's Steven Hurst and Mark Stevenson The website also showed off a teaser image of the two stars of the game which at the time was called Project ukulele PlayTonic also used their Youtube channel to reveal some more info this time about the composer of the game These few short videos showed off one of the most incredible machines to Date play tonics omnipotent options processor or poop this contraption revealed that grant kirkhope David wives and Steve burke would all be working on the tunes for project ukulele which sure got people excited after all these were big names in the rare universe with Grant kirkhope known for working banjo Kazooie David wives with donkey Kong country and Steve burke for Cameo, so let's move on to March when the platonic team attended egx rezzed 2015 to show off their plans for this project ukulele some things they mentioned during their panel included the game's main collectable pagies as Well as the ability to use them either to expand a world or unlock another The world expansion part was an interesting thing to say the least for Stephen hearst the Chief environment artist at playtonic Because of this little gameplay mechanic he had to change the way he tackled the world's environment Entirely by designing it into modular pieces that could be easily reused around the world and you can definitely notice that design choice when looking at the world in ukuleles and speaking of world Two of them were shown for the first time at this panel with the first being an early version of tribal [stack] tropics known then As the jungle world while a lot of scenery shown here was used in the final version something about it. Just seemed different oh wow We'll take a look at this a bit more [in-depth] later the second row shown is more notably different by far like despite a few key points you probably couldn't even recognize this as an early version of Highbury Towers the Hub world in the final game Instead of a business setting as the final version has it this hub work here looks like it was set in an underground cave While we're using some assets from the jungle world such as the floating platform, but once again We'll take a look at this more in depth at a later time The [characters] our project ukelele were briefly mentioned as well and even [though] very limited info was discussed They did mention how they were going about designing the characters Turns out every character in this game was designed so that in the future They would be able to star in their own game While these new games weren't actually being planned at the time they did mention that they were all going to be unique Spending many different genres each with their own specially written story This [Ejx] panel also confirmed play tonics plans to start a kickstarter in order to fund the game's development While this crowdfunding campaign wasn't initially planned at first they decided that doing so would be the best option after numerous fan requests to get directly involved with project [ukelele] But that wasn't their only reasoning for using this business model in fact they were Perfectly fine with getting [money] from [investors] and funding the game that way But they knew they couldn't make the game as best it could be with that method of funding So not only would their kickstarter make the game exponentially better But it would also allow them to release their title on all platforms Day 1 while their original plan was just to release the game on PC fans kept requesting that they release on other platforms like Ps4 Xbox one Wii U virtual reality ETC, so the team decided in the end to release on the most requested platforms decided by fans themselves Plus this would allow play telling the opportunity to create things like amiibos which some were very adamant to see eventually get released The last 20 minutes or so of play tonics panel was dedicated [to] questions And there were a few of them [that] I found very interesting First why now why was now the right? I'm for the team to get back together Well it turns out that while they've [been] wanting to do this whole revival onra thing for a while now they had to wait for the right people to be available to put the team together and this team really came together when Chris and Gavin left rare in 2014 which was around a month after grant kirkhope said that the project had fallen to bits at That point Chris and gavin decided to see if they could get everyone back together To make their own game and a little more than six months later Platonic games came to be now let's travel to April 30th 2015 [a] little over a month after the eGx rezzed and 24 hours before the Kickstarter was set to lunch at this time platonic revealed the main characters in [project] [ukulele] Yuka and leigh Leigh Plus they also reveal what their game was going to be officially called Ukulele, you know it was such an obvious choice that it actually surprised me to be honest the next day ukuleles kick Star went live with the goal of 175,000 pounds and 38 minutes later that goal was successfully funded Okay, but what about their stretch goals for like local multiplayer or simultaneous [day1] releases on PS4 Xbox one and Wii U? Surely they wouldn't be able to raise a million pounds that's [fat], and it did take quite a bit longer around 21 hours Obviously, it seems that people actually do want a 3D platformer. I'm paying in less than one day They already broke kick stars record for the fastest video game campaign to Raise over 1 million u.s. dollars so at this point What could platonic do but add more stretch goals and so they added things like orchestral music a gk rap? Which is great by the way check that out and at 2 million pounds the largest goal was adding additional Dlc That would only be created after release and believe it or not they crushed all those goals with a good 90,000 pounds to spare in the 47 days this campaign was up for fans raised a total of two million [ninety] thousand one hundred and four pounds a little over [1.9] Million pounds more than they originally asked for and at the end of the successful kickstarter campaign it was official Ukelele was set for simultaneous release on PC Mac Linux Ps4 Xbox one and Wii U with the release date being projected as sometime in October of 2016 but even though we've reached the end of the campaign I figure we should compare the Promotional video for the Kickstarter as they know for a fact that there are quite a few differences here After all this was shown almost two years before release and the game had only been installed development for rung three months at this point So let's begin the differences should start about three seconds in with this logo that's quite a bit different [from] the final its colors letter placement and Stylization all changed not to mention the removal of the case details and the eyes in the letters Now basically there [are] two worlds shown in this trailer the jungle world and the Hub world But before looking in depth at each let's begin [by] seeing some changes [that] were the same in both worlds First off the main Collectible here [are] platonic coins Not [quills] in the final these coins were used as collectable objects that would allow you to play [Rec] shows arcade games And there's only one per world also. You should notice that There's no butterflied life counter or power meter in this trailer Despite the fact that the player is seen rolling which should at least make the power bar appear since the move uses it Looking at the footage for a while. I notice that the walking animation is actually pretty strange in this build Basically from what I can see the speed of the character is directly Proportional to the walking animation speed the less you move the slower the animation in theory it all sounds right But in practice, it looks very strange when moving slowly in the final version. It doesn't work this way It actually goes a little like this For the smallest [movement] the animation speeds up then at a certain point It slows back down And then anything beyond that point speeds it back up again this makes the movement of the character seem a lot more realistic Compared to the old way of doing it in the trailer. Oh and here's another change involving the fearless Duo Well actually it's really just lately in short when using the glide in this build lately sounds completely Different compared to the retail version take a listen and compare The speech box is another change. That's found Everywhere in this build, and there's quite a few changes with it the box is bigger the font is completely different the dots to show that there's more text or huge and Also the text fades onto the screen instead [of] popping in at one character at a time Some other changes include no faces next to the words and no voices at all But I'd assume that those would likely be added in later Now on to change is specific to the worlds themselves starting with the jungle the first obvious difference is Basically the layout of the entire world it's very different in a [number] of ways But the biggest has to be the central temple in fact there are so many changes here that [I] couldn't possibly List them all so let me just give you some [of] the highlights First off thinking in [terms] of the final game if you consider the level with krauser on it at the first level of the temple The levels two and three are completely missing and also in this trailer We get a nice look at the temple in shaded wireframe mode and what I assume to be [autodesk] Maya here We can see a lot more [flowerpots] than water in the final as well as an extreme lack of walls along the top of [the] ramp. This is not safe Video footage of this temple also shows no sign of trouser though to be honest I didn't really expect him to be here anyway in fact at this point He may not even have been put in the game at all there are so many other differences with other parts of the world [-] like how the waterfall is always running and not controlled by nimbo or how there are [pawns] that aren't seen in the final or even How there are moving rock platforms that will replace with smaller metal ones [I]? Personally think that one of the most interesting differences about this trailer is the jungle world being shown at night Which never happens in the final game? Gavin price explained to me that this night scene wasn't really anything other than a test just to see how everything in the jungle would Look at night after doing it for the [trailers] though The team actually really liked how it looked and we're planning at one point to link this time changing mechanic into the world expansion But that only raised more question after [all] in order to add this time [changing] you'd have to place current NPCS and new locations remove some and even create entirely new ones to Figuring out how to accomplish all that would have been so much more trouble than it's [worth] and thusly the time system What [scrap] some [NPCS] in the jungle World changed as well like that darn? planker who doesn't have any Animations is it on top of the temple where he belongs and says a line that isn't in the game at all to my knowledge Though it looks like he's still a pompous jerk even this early on something interesting to note. It's the flower That's right next to him. What was originally just a flower in the trailer became an MP See later on in development. It kind of feels like the team took a look at the flower shove some eyes on and thought sure why not [ah] good old rare platonic the other States shown in this trailer is the Original Hub world that seems to be taking place in an underground lair of some kind It's got everything you need for [a] villainous Hub world Enemies pipes with undisclosed green liquid pouring out of them plus some fire and collectibles just to spice things up needless to Say Besides the pipes in some books there isn't really a whole [lot] that I can even compare to Highbury towers the final Hub world Though much of the environment in this early [version] seems to have come from the trailers jungle world Whether we're using those pieces was an intentional design choice Or just a temporary thing is unknown at this point some concept art from around the same time shows us What the original grand tome for the jungle world was going to look like in this early Hub world? From what I can see It seems like you can lele we're going to jump into the grand tome much like jumping into a painting in [Super] [Mario] 64 instead [of] like in the final game where they're basically Swallowed by the book not to mention this whole area looks just like the rest of the world meaning It doesn't look anything like the final games hub honestly, what is up with this whole place? Well, I asked Kevin myself and here was his answer to the question which honestly is a lot more cryptic [than] I was expecting He said and I quote all oh say is it was initially the core hub team But hybrid towers was created once the main villains were more defined That's not to say the Subterranean area isn't relevant in the future though. He interesting is it not color me intrigued There is one object in this world that I'd like to explain though this rotating thing at first I thought it was an early version of corporate security the laser-shooting century robot But that's not it at all Gavin tells me that it's an early Hub world asset That was simply created for testing purposes from what he could remember it simply rotated around and shot flames in four directions [and] With much of the world around it this obstacle was never used in the end four days after the Kickstarter Began Steve mails was interviewed by the writer who was posting on plate onyx official website in it. He answers some rather interesting Questions the most interesting one being the named [yuga] and [Lei] LI why were those decided on? Well a few reasons with probably the most obvious being that it combined into the name ukulele quite well But something you may not know is what each part means in Hawaiian for Yuka It means small brain person and for Lei LI it means to fly which is pretty fitting for each of these characters Originally though there was an idea of having the taller half of the Duo characters, or [Yuka] be a tiger instead of a chameleon However it never got past a sketch phase as the animals seemed too much like a hero in past games that Steve worked on his Heroes didn't look like heroes They were underdogs, and he wanted to capture the same thing in ukulele for [Laylee], specifically There's an interesting piece of info [about] her in this interview when deciding how she would hang around yuka They kept constantly going back to that good old backpack from Banjo Kazooie But feeling like they couldn't use that again they decided to adapt uke is head crest in order to allow [Laylee] to hang on it [Yuka's] Design wasn't just altered for [Laylee] though He went through a lot of wardrobe changes too throughout his design phase Shoes a hoodie pants gloves knee pads leg warmers, it didn't matter you Just couldn't get him to look right with any of those on in the end because of this and the fact that they were going [to] be adding the camera move later in development. They just decided to have him completely I wonder how they got that past the Esrb from the garage Chris Sutherland Programmer and Voice actor extraordinaire [also], got his time in the sun with an official platonic interview on may 21st [Twenty] days into the kickstarter campaign First he discussed how development of ukulele started turns out it all began with a simple cube running around in a unity theme to which He just kept adding and moved even without the character model after all as he said if you can be entertained by moving [the] Cube then you are going to stoke up the fun level even more after replacing it with a batting chameleon and Speaking of that [baton] chameleon Chris also did the voices for the Duo and discussed in this interview? How he came up with them turns out lately was the first one to be created and it came about rather quickly? [uconn] the other hand not so much even at the time this interview was written They were still making revisions to Yuka's voice I mean as Chris said it's difficult to create those gibberish type voices after all you've got to condense an entire character's personality Into just a few sound samples. It looks like a lot of work went into making all [of] these characters sound just right Even if some of them are just a bunch of skirts almost one month into the kickstarter campaign Platonic revealed their new [collectibles] [ghost] [Rider's] these grabbable ghouls were once the writers [of] the book world But then they died which probably sucks for them so as the Intrepid heroes you are It's your job to free all five spirits for a special prize But originally there weren't five of these ghosts only one however [it's] Steve mills designed some thumbnails for this collectible creature and by some I mean he designed over 50 he thought to himself hey Why not have five [ghosts] each with their own abilities, and that is literally exactly what they did Around the time of this reveal I actually had my own interview with the folks at platonic games and posted it up on my channel Which by the way if you'd like to check out in full click the eye or [the] link in the description anyhoo, there's a few interesting points in this interview that I'd like to talk with you about like how the nameplate on it came to be Gavin explained the Roughly four years where the company was formed he was trying to come up with the name he could call the future company and because he loved making games a platonic kind of love he thought of calling the company play Tonic games and Plus it doubles as a great drink [name] the play tonic Also, remember how I said Chris started out ukulele by creating a simple cube running around in a unity scene well as I learned in this interview that [Demo] was actually created within two hours of the company starting an Incredible feat since he wouldn't be using the built-in character controller in unity and as I personally know making a third person Platforming character controller from scratch takes a lot of time to get just right Impressive [Eighth] Chris Impress in This interview they mentioned some things they wanted to add to ukelele that couldn't be added in Banjo Kazooie or Banjo Tooie One of those with bottles revenge since it was totally all Gavin's fault for battering that mode too much and getting it cut from [-] kiss [kiss] kiss Thankfully though they made up for it and added a similar mode in ukulele But it's not exactly the same instead of using bottles [ghosts] to control enemies likened to e the second player becomes the B-Team and Helps out the first player by picking up collectibles storing butterflies and stopping some tracks so same general idea But different implementation now here's something I find very interesting Steve mails the creator of [Yuga] and Leigh leigh mentioned that he was considering making the duel a more specific Kind of animal besides a simple chameleon and bat since after all his previous characters were very Specific like how banjo was a honey bear and Kazooie was a red crested briegel in his exact words He said we need fancy names rather than bat and [chameleons]. That's for sure, but that never happened They're still just simply a chameleon and bad nothing special well except [for] the ability to walk on two legs and talk. I mean I s-something Now why Abandon chameleon what's so special about these specific animals well as gavin mentioned It was all about gameplay possibilities that the animals would provide with a chameleon You could have tongue related abilities or blend in with your surroundings [to] move that definitely made it into the final game and for bats. You've got flying and sonar stuff which are also used Basically they were trying to not go the same route at the banjo series I mean banjo didn't really have any bear related moves and last I checked Birds don't shoot eggs out of their mouth [I] mean I don't think so [ok] [google'] do birds another thing that was planned to change from Banjo Kazooie was having enemies That are more than just distractions. They wanted once that felt alive in the world They were a part of with all of them working together Just to stop you and they were hoping to use group behavior isms to accomplish this plus those various [collectables] that were ever so prevalent in Games like Donkey Kong 64 [we're] going to be streamlined as they put it Basically they were going to have multiple moves that borrowed from the same collectible instead of having like a billion different eggs like into [e] They did this in ukelele by creating the power meter that almost every move borrows energy from and by waiting it out or collecting butterflies You can refill that meter for the moves Plus butterflies also Act as health if you eat them which streamlines the collectible system even more okay? Let's head to July 30th 2015 when platonic announced a big move partnering with [team17] to assist with development in Specific areas of ukelele this would allow play tonic to completely focus on making the game as best it could be While [team17] would be handling the business side of things as well as other various jobs in the same announcement They made sure to reiterate that there were no plans for a physical release of the game Digital would be the focus for all platforms and any kind of physical release wasn't even on the table But as we know now it did indeed happen Thanks to team 17 publishing the game and bringing a box release to PS4 and Xbox one So it turns out this partnership was actually more beneficial Than many originally thought it would be a little over two months later October platonic added another update to their site revealing a brand new character This lady at this point She didn't have a name, but eventually she became Clara the explorer who always seemed to [have] a bone to [pick] with the local communities but as you can tell she Definitely went through some [iterations] since this piece of concept art She lost her ponytail and gained an explorer hat she changed out her skirt for an explorer outfit and plus She got untied from that darn stick and instead was put into a Pod Now it's [December] and people are expecting [to] hear about the ukulele toy box experience that little present to those who donated enough to the kickstarter campaign It would allow the player to get a feel for the game without the fear of being spoiled Since it takes place in its own little world completely separate from the game [storyline] Originally this Demo was set to be given out around Q4 2015 But the platonic team ran into some issues on how to release it See at first it was going to be playable via [unities] [web-based] player so all you have to do was log in to the website And then you'd be able to play the game on pretty much any computers web browser Now you might be wondering how well that would even run after all the unity web player is very limited in processing power But originally the toy box was only going to include a single room to explore. So it definitely could have been possible but as they went along developing it they decided it would be better to increase the size and scope of the toy box in order to create a Really cool world for the player to explore but in doing that it would definitely make the unity web player as they put it impractical so in order to get enough time to increase the demos content and Find a new way to distribute the toy box. They had to delays release to early 2016 though, technically It didn't come out [in] early 2016 either, but we're getting way ahead of ourselves [let's] [Fast-forward] to may 20th 2016 when [playtonic] posted a huge update on ukulele Among all the announcements they revealed a few new characters such as the cunning a ballistic crusader capital [B] Who's been stealing all the world's books in order to make pure profit? So [eagle] not to mention his lair and the [new] Hub world Ivory towers there were also some other various announcements [too] like the final collectibles the existence of tonics that can change gameplay Dr.. Paz [and] Our former Colleague, Dr. quack [and] not to mention this image which eventually became the promotional art for basically everything [from] the theme page to the box art so Depending on where you look there could be some minor changes to this original art Less than a month later we find ourselves at E3 2016 a big time for [ukelele] their play tonic revealed the first gameplay footage [seen] of the game in over a year and finally confirmed its release date, but Sadly the October release fans were expecting wasn't going to happen instead the game was set to release in Q1 2017 a few months later than expected the team wanted to take this extra time to really polish the game and deliver the best results [that] could to the literal tens of Thousands of fans who shown them support throughout development thus far now. What about that gameplay. They showed. Any changes in it? Oh? yeah, a Heck of a lot, I think literally Every second of that trailer changed in some way or another so let's just dive right in shall We let's start with that ship crazy. Where you begin the game here the first thing. I noticed are the butterflies [they're] a completely different color orange instead of [purples] and speaking of different colors these barrels and crates are painted green and purple in the trailer but not in the final version and Not only that there's more of these crates and barrels in the trailer as well [plus] continuing on the topic of color these planks are painted Rather Roughly in the trailer but became all nice and smooth [for] the final release oh, and also just fyi The Ramp near the Ship is missing rocks on the left as well as the barrel Now let's head to the first world tribal stock tropics and start by heading to Clara our skeleton friend now sporting her final design the only big difference you should notice is that the enemies here are using the generic design of a typical corporate minion turns out that this generic design is used for all corporate minions in Every world in this trailer instead [of] having a specific design for every world like in the retail relief in That same general area you'll meet that shovelknight guy that you'll need to collect a jewel for but at this point shovel knight Wasn't even revealed to be in this game so all we get is a small glyphs of the jewel that you need to collect Though if I'm mentioning it it's probably going to be some changes And there are a couple first is the incredibly generic cross hairs used to aim and shoot at the Jewel This was replaced by a much better stylized version in the final and also those flowers you see on the foliage Scrap from the final you know the first thing I [did] when I enter this world was talk with Nimble the racing Cloud Let's see how much she changed. Oh That's different Pink huh, it doesn't even look like she has a helmet [telling] sheiks Looking around on the [internet] [I] actually found an early talking Sprite of this version of nimble who was apparently wearing a bow on her head in the footage I Would assume they changed Nimble's look in the end to resemble nimbo a little bit more after all. He's her uncle So there's got to be some family resemblance The environment shown around here changed as well The plant life to the left of the first gate was altered and the butterflies were moved further down the track compared to that good Old final version one other thing I really want to mention are the gates Themselves if you look at the gate that comes up next you can see that They were originally going for an invisible look But the retail has it was just slightly transparent And also when going through one [of] these are the gates they don't fade out as they would eventually do instead They just pop out of existence Now what about nimbo? He's got his fair share of footage in this trailer So what changes does he have? first off as with a lot of areas of tribal [stack] tropics a bunch of small flowers were removed and You can see the effects here as well [nym] [Bos] area definitely had some more interesting changes to Like how the steps to nimbo have different patterns on them and not to mention that path back there? Originally as shown [in] the trailer There was no gate to block the area behind it and not only that the area that is behind it is entirely different [too] in the final version [there's] a door that leads you to the bottom of the mountain [so] you can go up and down with ease after [you] open the Gate in this version, though It looks like there's a whole nother area back there thankfully Gavin explained to me what that area was turns out It was originally going to be a viewing platform to other areas of the level however during playtesting They realized they needed a quick way to get back and forth between nimbo and the level below So the gate and doors were added in instead both here in the screenshot and below near the pool high above the map and tribal stack tropics is a Loose cannon by the name of Blast 2 II when you meet him he'll ask you for your help to give some of his friends some Present which is code for let's shoot some cannonballs as these [mister] blowies who changed so dramatically that they don't even look the same These early [mister] blowies are seen all over the place in the trailer And we're all replaced with this final model before moving on though. There's some differences exclusive to the scene first off There's no fan at the bottom of the Mr. Blowies, and no top part either and more importantly this bush isn't in the final one place. Where you see these, Mr. Blowies ate a lot in the trailer is during the Minecart challenge with [cardos] there are two scenes that show gameplay of this challenge Really though the only change here is some missing jewels and both scenes Which you can see here and as with most of the gameplay we've seen there are some missing flowers, too Oh, and that guy's missing as well I believe almost missed [up] Now up there in the sky is that easy peasy gliding challenge that you've got to complete in order to rescue That's a g and a Kg one thing that I found particularly interesting is that the platforms are in a slightly invisible state Until you pass through the ring which will in [turn] make that platform solid and the next platform show up in the same invisible state this whole Invisible thing was removed from the final release here and instead all platforms are visible and solid from the start no matter [if] you pass Through the rings or not now. What about that transformation dr.. Paz gives you in the world it's showing the trailer So we've got to cover it [now] before [we] do [that]. We've obviously got to collect the molly cool that's the only way [that] you can activate the [D-N-R] [a] Luckily that collection is part of the trailer [-] comparing these two versions notice how the quilter plates? They're all bunched up in the trailer only appearing after the last moving platform and in the final they're all spread out Also notice how there's a corporate drone. Just hanging around up here in the trailer even though He's never found Anywhere near here in the retail version in this part of the trailer we [can] also see the world from a good vantage point So there's even more differences than just those [-] this ping tree was the first thing that stood out to me It's like a bunch of puff balls in the final But more like a normal tree in the trailer those rocks back there also seem to have went through some revisions before release Okay Now that we have the molecule let's transform this part of the trailer [is] very Interesting to me as originally you aren't asked if you wanted to transform when you stepped on the platform Instead the transformation just happened when you jumped into that blue and purple swirl oh and also missing flowers now I feel like we've seen enough of tribal stack tropics at this point So let's head to highbury towers and even though we only get to see a couple [clips] of this place as expected There's a lot of differences in each one first Let's check out rex [tros] arcade game where rex [trow] is jumping around in a completely different location and not to mention those arcade machines Ironically the first thing I noticed is this small little change on the Joystick being gray in the trailer instead of red It's funny though turns out the last thing I noticed in the arcade was that the press start screen just above the joystick changed But those two small differences aren't the only changes I found the top graphic on the machine is Completely different much simpler in comparison to the final and the last but certainly not least change is the fact that the entire Arcade is flipped in a way I mean in the trailer the machines in the [back] are blue on the right and orange on the left But the final has them the other way Plus the machines closer to the front have blue on the left and orange on the right which was once again flipped in the final Why this change was made I don't quite know perhaps They [just] liked it better this way Right next to Rex Joe And Ivory towers is the library and the trailer shows you can [laylee] in the library walking right past a cordless security Thanks to their invisibility move That's the thing though There is no corporate security at this part in the final game and not only that The lighting in this area also changed as well with it being more of an orange glow in the retail release Due to the fact that the environment is relying more on the torches to [light] the area compared to the build shown in the trailer also Looking in the background You [can] see different books on the shelves - and if you look at the foreground it seems to be missing that Honeycomb like glass panel from the final which could mean one of two things one you could jump onto those lower shelves anywhere at first instead of having to specifically enter through this door or - the glass is there, but invisible [to] the camera around [the] same area is a bridge with Mr.. Blowies That won't allow ukulele to pass unless they learn the move that allows them to eat those cannonballs which Incidentally changed a lot in the trailer there are a lighter color not as shiny missing an outline and Don't come back - Yuka when he eats them take a look at it in slow motion and you'll see what I mean Also, the grass near these cannonballs aren't as detailed in the trailer and the fog is a lot thinner in that bill - much like The library the Finals Lighting here also relies more on the torches compared to the trailer build making the lighting look more [orange] That's not all there's also some missing windows above the door - which were replaced with that green emblem The Winter World Glitter glaze Glacier also got a decent portion of this trailers runtime so we've got to take a look at it starting with this icy path that can only be traversed if you've eaten fire or at least until you light off the fire pots and From what I can see. They're all lit in the trailer so it's fine that you can lately aren't on fire There's also some actual changes here though like this platform which is covered with snow in the final but looks a lot like the starting Pad in the trailer That area on the bottom right also changed quite a bit and plus this whole area in the trailer got a lot less foggy Er throughout development from what I can see one thing you may have noticed [is] that there are no enemies [in] this place? So it is possible [that] they've just all been defeated or more likely they just weren't present for this trailer Speaking of enemies this corporate puncher which is shown somewhere near [doctor] [puss] does exist in this area at all [but] that sure isn't as interesting as the next scene which shows lately using our move sonar explosion Basically this move shoots out a huge sound wave utterly destroying waves of enemies in one go But this move looks [to] be a bit unfinished. I mean [laylee] doesn't even have that jumping animation That's used after executing the move in the final The world around here changed too with the most obvious difference being that the enemies which as I said before are Using the Generic enemy model instead of the world specific one Beyond that though those igloos changed a lot too with a hallway like thing leaning to what's already a different door to the Central portion of the iGloo [oh] and as I was writing this part of the script [I] noticed that one of those enemies is wearing a hat that has never seen on a minion in the retail build I was meaning to Talk about it later, but since it's here wanna talk about it now, [okay]? [so] this enemy is known as a leader corporate it takes two hits before it can be defeated because you know it's a leader Stronger obviously for anyone who's [played] ukulele? That's the same as the final game But the hat is really where the differences start showing up notice how the specific enemy is wearing a Cowboy hat Instead of the typical leader hat from the retail version now That's not the only Removed hat for leader core blitz and as gavin explained to me the reason for this change in apparel is that all these hats were? Meant to just be pet packs simple as that they were never planned to be [used] on corporates But these hats didn't just come from anywhere though They're actually scaled-down versions of glaciers snowman hats that are still used in the final game in The end these smaller hats were all replaced with the default leader hat [wow] that's not entirely true the Shrunken test hat from the classy snowman was eventually given to the Duke and Plus the naked Snowman's pair of pants found themselves on an actual leader [corporate] in the final game though It is possible that you've never seen them that way basically the team thought that the pants test Hat looked hilarious on a leader [core] plate So they kept it in the retail version only having it appear a small percentage of the time So it is possible to get through the whole game without even seeing it once which is exactly what happened to me Now this screenshot which I assume to be taken around the same time as the e3 trailer shows off one of those leader corp with pants on their head But that's not what I want you all to be paying attention to Instead check out Clara despite being outside the pot in the final game in this screenshot It shows her being cooked again That's not supposed to happen outside world [1] thank goodness the DEv team got her out of there in time [whoo] honestly though I think they made this change in order to keep two back-to-back worlds from having the same objective which keeps things from getting stale So that's the end of the trailer oh Wait, no, it's not there's still a little ending part which eventually became the intro of the game This is where the last few changes can be found first the one book is missing Likely to keep from spoiling any part of the story and also the jiggy and the drink was removed to possible copyright issues and perhaps But there isn't just some removed items in the scene though There's also a few additional things too like [an] extra pair of underwear on the pants magazine and an extra pair of sunglasses [poor] leigh leigh since you want to protect a retinas [too] smart leigh leigh real smart [hey] We're halfway through the video now round of applause hey at this point I'd like to introduce a new segment featuring a special guest [I] like to call it grant kirkhope saw relaxing retro parlor take it Away Grant Hello, everyone congrats on making it halfway through the video now feel free to go and grab some snacks Maybe a spot of old [rae] and relax to the soothing sounds of Treasure trove cove We'll be back with more video momentarily ah Now wasn't that relaxing alright? Let's get back to the video with E3 2016 over and done with only a little more than a month passed before the next big Announcement the toy box was now ready [for] release and immediately after the announcement was posted up on July 28th backers managed to get their hands on the spoiler free platforming Sandbox Demo that is after some installing issues were resolved on [C] And now it's time to look at another trailer this time for Gamescom 2016 which was shown up Just a few weeks after the toy boxes released once again We've got quite a few differences here and in order to shorten it a bit more this time I'm going to skip over changes that we've already talked about when we looked at the e3 2016 trailer as some of those differences were carried over into this game calm build all right. Let's get to it [ah] Stop right there. Let's start with this clip of capital B's glorious Golden statue There's a couple of things missing in this area here first off. There's no road blocks on the floor So it is possible that could have been broken by the player and in much the same way The fire and this furnace is also missing though some might say that it's possible for the player [to] have put it out earlier Using the hidden water plant behind the statue however I don't think that's the case why because the water plant isn't in this build instead as you can see in this next scene There's actually a corporate security there instead and underneath the metal grates There's even some regular corporates that aren't supposed to be there either. What's interesting though? Is that it's sometimes the core plaits that are on top of the grate and the corporate security is nowhere to be found? It all just depends on what part of the trailer that you're looking at there's a couple more changes in this area [of] the game - like how there's no water coming out of the pipes the fact that This green glow is missing or how there are no books in the furnace either Which you should be able to see because the fire is out Moving to the area right outside highbury towers we get a quick glimpse of these eyeball enemies which attach to objects in order to attack But here's the thing they aren't supposed to be here [the] only enemies around the entrance our regular corp lives and plus the barrow shown in the trailer that the eyes attached to Shouldn't be in this area either Oh, and there's also an additional pipe on the left in the final just thought you'd like to know now Let's head back inside to the area right next to the Grand tone for tribal stack tropics Which has one change that [I] find fairly interesting Look at that Cagey holding that Paigey notice how tall it is very different from the wider cages in the final? This changes the thing throughout all of this trailer as well [as] many other videos We'll be taking a look at later moving on this underwater portion in Highbury Towers has an um Interesting sound difference, just take a listen and compare it should be fairly obvious The next clip we'll look at is right outside the library here You can see another one of those test hats that we talked about earlier this one has an oil pot like thing on its head But once again it was only meant for testing purposes and was replaced with the final leader hat oh And by the way these normal core plaits shouldn't be over here anyway This is where the corporate drones are supposed to be and the regular corp lists were moved closer to the machines back there now why don't we take a look at the area that surrounds the third world of the game this area changed quite a bit and when You compare it to the retail release you can find a number of differences first off? It's missing a lot of its surrounding scenery and the lighting effects that make the area look as cool as it does in the final Plus that tongue Grip that's in front of you Can [laylee] has a red glowing outline instead of a white one and once they get up there you'll notice that bridge in [core] [plate]? Security both of which aren't here in the final game Eventually you'll get to the top of highbury towers and find my favorite area of the game's hub world and lucky for us We can find some more changes here too like this extra book to help the player jump onto this moving platform plus. There's all this there's a whole lot of changes with this and Not to mention the whole area has also been changed to have a darker Atmosphere with harder Shadows and a whole new sky box to accompany this change this screenshot Specifically also shows a deaf [flor] and [a] different tree there, but highbury towers isn't the only thing shown in this trailer No, no, no we also get to see some new views of both tribal [stock] tropics and glitter glazed glacier as well first Let's take a look at tribal stacked tropic spots the great ramp. Oh truly. The most fearsome boss that you can lately have ever encountered After all jumping over those logs at that camera angle that's not the easiest thing in the world But what if I told you that the boss battle wasn't originally going to be like this? if this trailer is anything to go by at first the camera angle was going to be behind the player instead of above them and Instead of jumping over logs. You Dodge flames at least in this clip. It is possible that the attack sequence shown here [just] didn't include the logs since the hole that they come out of in the final is still in the trailer [oh] and speaking of holes the hole that the fire comes out of in the clip We saw is still in the final game just sitting there? Unused but that's still not all there's a couple more changes here - like. How [rambo] is missing some spikes That should be behind him some thorns that should be around him and not only that There's some weird glow on him - it's not in the retail version, and I don't know where it comes from in this trailer We also get a nice look at the Minecart challenge for glitter glazed glacier in a couple of different parts the first one shows us As expected a different placement for the gem But there's also two extra corporate drones right next to each other over here - for the next part It's the same way there's a different placement for the gems but this time there's a drone where a barrel is found in the final and Also, there are some drones in the background [-] even though they aren't on the track and dusty unreachable So I guess they were just meant for decoration in this version of the challenge and ultimately removed in the end Now before we move on there's something interesting I should mention in this trailer You may have noticed that there are no orange gems on the track That's because this GamesCom build has no orange gems at all and that fact will remain the same as we keep looking at footage from this build of the game Believe it or not this trailer actually shows almost the entire intro sequence from the final game Cut into parts and moved around and as you probably expected There's quite a few different in each and every clip And I think it's high time [we] checked them out The first one shows capital B with a different camera angle that was never used in the cutscene while the next one is a bunch Of books moving through a pipe in this clip the cover that goes over the pipes in the back is completely Missing and so is the yellow stripe on the wall here plus. It seems. They move the spotlight from highlighting The books like in the Gamescom build to highlighting the pipes end which is smart because that's where you're supposed to be focusing your attention and thusly you want the light to shine there and For the next part we've also got some books flowing through a transparent pipe, but that's not the part that changed instead It's the bunch of letters bouncing around here in this trailer the letters seem to only bounce on a single thin path but the final has them bouncing all over the place inside the container and you probably already noticed this but the glass panel on the container is much brighter in the gamescom version compared to the final due to some lighting changes that have been between the two bills and In the next part if you look closely at the same letters, you'll notice that there's actually a slight mistake That was [made] because of their placement look right here. See how the letters on the left are clipping through the containers a wall Obviously that was not meant to happen and is only because they move the letters too far to the right But that's not all the differences in this clip that Moving platform up there while it actually is in the level when you're playing it it was removed Specifically from the final [cut] [scene] likely to keep it from obscuring the statue and behind that statue There's a missing piece to the metal walkway missing green decor on the bottom of the statue a missing pipe and plus the entire vice-President statue is missing [-] Dr.. Quack not to mention the lighting changed quite a bit here. Take a closer look Okay now [for] the last part of the trailer which shows [two] zoomed out view of outside highbury towers, and [oh] boy There's a lot of changes here to The most Obvious one being the missing sign that states with the building is ivory towers and with it the security camera. That's underneath not only that there are several pipes missing including the ones below the sign and if you move out a bit the pipe on the Right and the slightly less visible pipe on the left and if you zoom out even more you get some more differences [too] like the whole rock formation on the left some additional bushes and not to mention Tons of additional trees which all changed before release the book sucker system changed a lot [too] actually no [that's] profit in Kata [tuning] the building on the hill changed a lot to Like how the canister on the left will change from red to blue the pipe [gun] an additional white color in the final version? the Towers Happen to be the same height in the trailer unlike the final and Plus there's a big green Emblem on the center of the building that was added in between the trailer and the retail release Plus the book sucker itself is actually sucking books but assuming that this is the same scene as the final intro which it should be I mean it's got the same camera Movement and Everything the book sucker shouldn't have been turned on yet Interesting oh and one last thing the skybox changed to making the scene look a lot sunnier like a nice bright afternoon free from any possible Evil scheme and That's it for that one and a half minute trailer, but are we done yet uh oh, no No We've got some gameplay to look at to [six] minutes in fact from the same build as the trailer so let's jump right in shall we first off There's some general differences here like a complete lack [of] music. That's right There's no music in this demo at all Plus as expected of the demo the grand tome that allows the player to leave the world is missing too and in its place There's some quills around the area where it shouldn't technically be also just below the start of the world is the hidden area where the first [ghost] [rider] is hiding and Even though we don't get to see if it's actually there in the build because the gameplay [doesn't] show it We can see a remove pillar on the way back up [to] the starting platform Heading to the temple [you] probably are expecting to see trouser and his incredible deals awaiting You well You'd be disappointed because trouser is nowhere to be found in this build [I] Expect it's due to the same race in the Grand [Thomas] missing. I mean after all this is [just] a demo and Technically you have all the moves that you need from the start anyway The totem that's supposed to be near trouser is still here though, so let's see what changes. He's got to offer well, it does look like he's brighter when it's sleep compared to the final and plus he's missing an outline [too] not to mention the Animation when waking up is really basic in this bill Only having his eyes open instead of moving around like he would eventually do Now since we woke up the totem the platform to reach the second level is now visible and ready to use It'll actually bring us to an enemy with one of those test hats [but] what's interesting about this is the fact that there are no corporate leaders on this floor in the retail build instead It's just a bunch of regular core blitz ready to be defeated on your way to the [moly] cool Which you still need to collect for Dr. [puhs] and actually once you [collect] [it] in this version the camera will pan down to Dr. [puds] like normal, but land on an angle that's notice ly different from the final [game] at this point Why don't we check them on Clara yep? It looks like she's still being cooked alive, so that's normal But it seemed like the fire plant here is at a different location and there's an extreme lack of barrels and crates here too, not to mention the Conversation with Clara is also slightly different with some of the pots lines being said by [Laylee] instead, take a look Another character around here's our good friend [sir] scoffs a lot, but it's not quite the character that changed, but instead What's said when the heroes first encounter him along with some various differences [leigh] leigh is just way more insulting here see for yourself Hey, how about we head to nimbo now? We haven't seen them in quite a while after all but to get up there at this point We're going to have to take the scenic route on the way there. There's an interesting discrepancy I noticed in the gameplay Turns out the entrance at the foot of the monument is locked up with a gate and this gate is never seen in the final however you perceptive viewers may say that this is the early way of locking up the entrance after all in the final the entrance doesn't appear until You expand the world. So maybe instead of just making it appear They were originally going to lock it up and unlock it after the world expanded and to that I say probably not after all the world has already expanded in this gameplay since nimble and the whole top of the monument are visible My thought is this and it's a bit underwhelming But I think it's just locked up because this is a demo and they weren't ready to show off What's inside over the years? I've learned that the simplest answer is usually the right [one] in the end, and I think that's the case here [oh] and also that rock there [was] replaced with too much cooler looking totems that perfectly match the entrance to the monument, but Anyway now that we're here with nimbo. Hey mo let's take a look at some of these changes first off There's actually three quills per plan in this build instead of one And they're also placed differently as well plus in this gameplay Specifically you can see the player using water in order to make nimbo rain which shows us four changes one the particle system used for the water coming out of Yuka's mouth was altered in order to make it look like a flow of Water rather than a bunch of rain - there's a different camera angle when changing Nim bo's weather Pattern 3 there's no cutscene showing the world after it's changed and 4 there's an extra line that [leigh] [leigh] says when they make nimbo start [raining] which makes that rain a lot more questionable Now that we've hung out with nimbus um let's talk with Kardos and check out his track once again this time though It's mostly the same besides some changes that we've already talked about but still there are some new changes that we should highlight First there's a big lack of gems on the first hill and not to mention there are also a few barrels that were added in later like this one and these [two] and Speaking of barrels at the end of this track there are actually a big lack of them here Which makes them slightly easier to jump over compared to the retail release also another interesting change? I noticed happens only when hitting flames in this build Turns out doing so will actually take away some health from the player though that doesn't happen in the final Version and thank goodness a dusted because I would have done so many times as it did But even though you may lose health you don't lose any gems from hitting flames or barrel in this Gamescom build Which does make this Minecart challenge a lot easier seems? Wow, I think that's enough footage comparison for now wait. What playtonic released another trailer a month later? [oh] boy, let's check this one out then Alright. This is the trailer that showed off a bunch of ukuleles characters and revealed shovel Knights unexpected cameo in the game interesting fact That model of shovel knight as well as his voice were all provided by yacht club the creator of this warriors fantastic game now Let's start looking at the trailer [in] more detail shall we starting again with bat ship crazy You'll find a simple additional pot here on the ship, but interestingly enough after a quick cut it's disappeared completely this could mean one of two things [they] either took footage for this trailer over multiple builds or the player could have just Droid that single pot in between [take] also You should notice that all the treasure chests on the ship are missing which once again could be because the player destroyed every one of them or more likely they were just not there at this point a little bit later in the trailer We get another look [at] this Duo on their pirate ship home and off there in the distance [it] turns out There's another change look for the book sucker building place thingy Overlooking the changes we've already talked about notice how the container and the book sucker are both white Which is a bit strange [for] the sucker because the games come 2016 trailer? We saw earlier showed it with the correct final [Colour] But it looks like they changed it to widen this build and then changed it back before release so at this point I'd say we take a rapid-fire. Look at the rest of the characters in this trailer to see what differences. They have ready set go First up capital [beast] clip in it the first thing I noticed is how its cape like? Apparel moves less like a cape in the trailer and more like a jacket and not only that Dr. Quack is missing as this is the same cutscene as the intro of the game though. It's very likely He was just removed for the trailer as he appears later on on his own Speaking of which Dr. Quack scene is from [it's] quiz times though the environment [is] slightly different as the honeycomb shaped wall behind him isn't in this clip and the area just doesn't seem quite as Green as the finalists Next trouser just has one of those early corporate leaders with the test ad in the background but for rex tro He's shown in a completely different location compared to the retail build so I guess we should probably slow [down] now because Dr. Paz is up next and she's going to have a ton of changes The first change is pretty obvious the Dn Ray is on without having to be prompted to transform as we've seen before But there's some more differences with this right that we haven't seen before like how the color of the pads light ring is different as it should be blue instead of that wider color and plus when transforming a giant puff of Gray Smoke obscures the player while the model switches But the retail release uses a purple puff with blue light surrounding it instead making it look more futuristic [oh] and also on that ledge there supposed to be some snowmen but not in this [build] Near the end of the trailer we get a brief look at a bunch of other characters Super quickly And really only clear split second interest me as there's a crate or I get the lack of crates in the background of this scene The reveal of [shovelknight] that appears next is slightly different [too], but at least more than Clara It's got a camera angle that's pointing the opposite direction from the final and the dialogue That's shown on screen has a few removed lines as well as a few extra ones though You know this text could have just been edited for the trailer, but I figured All right, please take a look Yo Yo, yo yo yo yo? Okay So this is the last video clip we've got to look at Gameplays the PS4 version of Ukulele Played by Andy Robinson and Chris Sutherland For playstation access and revealed about the same time as the character trailer We just looked at now despite this Gameplay footage being Roughly 25 minutes long There's actually a lot [of] the same differences that we've already seen Still what we haven't seen yet is incredibly interesting and I feel we've got to look at it the first thing I noticed is trouser Who's in the completely wrong spot right at the start of the world instead of in the temple? But here's the thing he's also in the temple - definitely not in the same place But still he's roughly where he's supposed to be but that's not all he [can] also be found near [Cardos] as well man trouser really gets around in this early version and According to andy this was done in order to help guide [people] through the demo It was not meant to be this way in the final release [oh] And since we're near [Cardos] anyway his minecart challenge has one more change and technically it was in some footage that we saw earlier But [I] didn't mention it at the time because we couldn't really get a good look at it until now notice that at the end of the track [Cardo] stops Way later in the early builds compared to the final heck he almost falls off the track Somewhat near this area is one change that I'd like to briefly mention This button which has turned like a diamond in this build But is more like a square in the final did I really have to mention that yes. Yes I did [in] the same way you can lay lee's Conversation with the torn page here only has a single difference to leigh leigh's [laugh] line It's a small change, but I still think it's worth mentioning wreck Straw has some better changes for sure though like How he's not even here another just for the demo change yes indeedy and he said that [himself] in the video saying that it wasn't in this build I Guess they just wanted to keep this mini arcade game a secret at the time Because not only is he not present in this build so you can't play it But the logo for the game itself isn't even on the [arcade] screen though It does show it in the final another just for the demo change is the pause menu when you put it [on-screen]? You [should] notice the return to hub and quit to main menu options are gone duh and in this place There's a restart level button that was just used for the demo. You know I feel like we've talked about Dr. Paz [and] her dna a ton in this meal But Lo and behold we've got even [more] changes related to it First the [moly] cool has a core plate near it which isn't in the final, but he slams it off into [space-time] So we don't have to worry too much about that, but once you've got it and bring [it] to Dr.. [Paz] She does say something different which I recommend taking a look at After this you should notice that the D-N-r a looks slightly different with the tip being gray instead of using the color brandes and yes I went to the trouble of finding the exact color The color the Pad is different too as we saw earlier in the character trailer and upon closer inspection It looks to be using Grande It's - instead of blue and when stepping on the Pad a real different icon shows up since this is on the PS4 but Here's the thing [even] [the] PS4 Uses the default green arrow in the final to let the player know that they can press the action button to activate Something so this early icon was removed in the end now when activating the Ray in this build It doesn't play [the] about to transform animation for [Yukkin] lately and that unused huge puff of smoke revealed the new transformation Without [doctor] putz saying a word after [all] this was the first time transforming in this world, Dr. Plush should have said something about Holland expected. It was like nope She just stays silent but not that plant that has the hots for them now Except remember how the plant says it wants nothing to do with you before transforming Turns out the plant is even more of a jerk in this build if you're not a plan already look at that What a freakin douche canoe, hey, wait a second I just noticed something that plants eyes are jumping that can't be right the final doesn't do that at all oh Wait that animation is the same as the idle animation for the eyeball enemies? So all [long] the MPC plants were just eyeball enemies slapped on a normal plant and in this build they didn't even have a special Animation for them so they just reuse the eyeball enemies idle animation until they made a specific one for the final version very interesting okay, let's move three months down the road now to December 12 2016 that was the day platonic finally revealed the release date of ukulele April 11th 2017 just [a] few months away And then they dropped a bombshell the game would [not] be appearing on the Wii U as expected why? here's the deal Ukulele is made in unity right unity requires a butt ton of resources to run believe me I know and as they kept adding more into the game it Just kept getting worse and [worse], and I know their people will say well then just optimize it if Nintendo can put breath of the wild on the Wii u Ukulele can truly make it on there, and while yes [optimising] is for sure needed in game development There's only so much you can do with a game engine like unity Nintendo games are typically made [with] an engine specifically designed for that game So they have the ability to do more optimizations not to mention They have the money people time and resources to do all of that Play Tonic Despite having an all-star. Team [is] still a relatively small group of people add all that together and I completely agree moving on to the Nintendo switch was the best choice and Pretty much the [only] choice that had to be made no matter how hard it was to do After all they kept trying up until one month before the game was finished now. That's dedication and speaking of finishing the game on January 30th 2017 Roughly two years after [platonic] first took the place of Minji [Django] ultimately revealing themselves to the world Ukulele finally went gold there was no stopping it now less than three months later We all got our hands on the game, and I have to agree. It was completely worth the wait congrats platonic You did exactly what you set out to do And I couldn't be happier with The game's release a digital manual and art book was also given up to the purchasers the art [book] portion is what I find to Be especially interesting so let's go through all of it starting with yuka and leigh leigh now remember a while ago I mentioned that yuko was originally designed after a lion, but was deemed [too] Farrokh in that state well We've got some concept art for that right here along with an early version of yuka as a community as well by the way interesting fact this artwork of yuka as a lion was shown off [of] one of the slides plate on accused at egx rezzed 2015 or at least a silhouette of it see Now moving on to the other half of the duo it turns out most of this page in the art book is dedicated to leigh Leigh's many design iterations looking at the Mall It seems most of the changes revolved around her nose Which ended up being as the book put it a slightly controversial design choice in the end Next up is Dr.. Puds which compared to the rest of the characters were going to look at didn't change quite as much Especially not as much as cartoons look at how much this [guide] changed [tack] a lot of these look like they're straight [out] of an old cartoon I especially like the one with the handlebar moustache what can refine two gentlemen? [Bendis] early design also looks like it's out of some old cartoon and originally she had four feet instead of two also I don't know why but this is slightly creeping me out [so] let's move on to the knights of camelot whose names on the concept art seem to have changed more than the designs [themselves] We've got sir shoot a lot whose name's Damon. Roughly the same except for an additional [ass] lady Load a lot who later became lady loot a lot sir a munch a lot changed too sir scoffs. Lot, and lady leap a lot Didn't change it all from this point However, there's an even earlier pizza concept of hers Or should I say of his because she was originally a he called Sir bounce-alot Now what about our pal rex tro, [sixty-fourth]. How much did [he] change and to that? I say quite a bit apparently at the beginning He was just going to be a regular dinosaur who just so happened to be a major fanboy of all things 90's gaming But eventually he evolved into [a] nineties video game character himself Complete with a donkey kong tie that was eventually changed to a play tonic coin Moving on let's check out some enemies starting with corporate security who went through a ton of revisions before landing on its final design Some of the other designs actually resembled the world for boss inept Next is the corporate and their concept art for berries designs for each of the world something I found unexpectedly interesting is that Apparently, it's doctor quacks fault for all the different kinds of core [plates] to quote the book it says that Dr. quack performed a series of horrific and evil Experiments on them resulting in a variety of corporate henchmen that all blend in perfectly with their environment in each of the grand home Wow So so bad for the poor guys Speaking of Dr.. Quack Here's the marly designs for him, too Needless [to] say he changed quite a bit from a brain in a fishbowl to a Saturday morning cartoon villain to a freaking tank and everything in between Still I prefer his final design a lot. He's one of my favorite characters in the game after all last and certainly Least We have capital B Whose design stayed Roughly the same except for his outfit and the handy holes [came] in oh wait? How can I forget trouser? So sorry trouser my bad his character actually started out on a single posted note and looks pretty different from his final design Originally he was going to only go through one leg of his pants and wear a sock at the end of its tail There was also this [fence] thing that was being considered at the time and not to mention Instead of using a long s in his words. He was originally going to talk with a [th] instead basically having a lip Now since we just finished looking at some early concept art why not look at some early screenshots that are still being shown on plate? Onyx there's a website for ukulele first off a ton of these images show off the games characters with camera and poses that you don't normally see in the game and I met most of them are likely just done to get some nice screen shot however. There are some that I believe truly Do show up some early design choices like this one of blast em [whose] facing the completely? Opposite direction from the retail version which you can compare right here plus There's this screenshot [which] show some of those eyeball enemies and some crates at the beginning of Highbury towers Even though they were never there in the final game Now despite ukulele being a fairly recent release when this video came out people have already found some unused graphics in the game [I] mean, I'm sure there's still many more to find too but for right now. This is all it's been discovered [I] recommend checking the cutting room floor for up-to-date findings on all things unused in ukelele link in the description So let's check out some of those findings found less than a week after release [ok] first off Let's start with some leftovers from the console version that are found in the PC build of this game The first is the [PS4] cross button which is seen on the title screen [of] the PS4 version Obviously, and next is a temporary placeholder for the Xbox live avatar that looks interesting Hey, maybe we'll see this vampire Cowboy as a character in a future game then huh and no no nevermind no moving on we've got some leftovers from the toy box build to Like these grids that textured most of the game in fact we've got a ton of grids that go unused in ukulele We've got gray ones ones with text some that were designed for Colliders and triggers and some borders that were used to show the safe Area of the screen or in other words the area that is for sure to be seen on pretty much all displays But the most interesting unused graphics that was a leftover from [the] toy box has to be this early placeholder version of Dr. Quacks Beach Sprite now There's a couple [things] I need to mention about this sprite One despite being a leftover from the toy box build it was never used in the toy box either in - this is Technically used in the final build of ukulele or more likely a duplicate of the sprite you may not have noticed it before But it's actually used in various games in [Kappa] Kushina like the matching game or when you have to memorize [a] pattern and hit the images in the correct order That's where this prototype version was shown Hey, can I go off track a bit see that image of rex [tro] there now? I don't know for sure, but it really doesn't look like his normal speed strikes more likely It's a cutout from this piece of concept art that we saw earlier. It's not unused, but I just thought it was interesting [okay] I'm sure you all know what I'm going to talk about now [that] we're nearing the end of the video after [all] this cut voice was one of the more controversial choices I've seen in video game development stories I'm of course talking about the removal of Jontron Voice from the final version of Ukulele now this video isn't going to be taking sides or even discussing whether or not this was a right or wrong choice I'm simply going to talk about a removed asset from the game in very basic terms Jontron said some stuff people weren't happy about said stuff and so platonic removed his voice from the game [via] an update before release When I first played ukulele it was a couple of weeks before release because I received an early copy and that version I played Included his voice to make sure this I also checked the end credits of the game before and after the update Sure enough he was removed, but who did he voice well it turns out? It was this random bathroom guy who needs you to fix the pipes in order for him to flush the toilet So allow me to show you a little before and after so you can see the remove clip and the one that replaced it oh ah But that's not all we're not done yet because while I was writing the script [yen's] who's the technical director and software engineer at platonic posted up a video on YouTube of an early prototype [of] the ukulele? title screen which is incredibly cool Just look at it turns out that this is the first ever prototype of the title screen Yen says that this was made in a single afternoon [so] they could have something to test out the software with and to show artists at play Tonic how to set it all up This is perhaps one of the coolest and creepiest-looking title screens I've ever seen heck it even rivals that cancel [game] Glover - with its horrific meat cottage this place comes with a white picket fence a Three-story house complete with dining room fully furnished bedroom and a laundry room that doubles as a great music room Not to mention a great Outdoor shed for unwanted guests who show up for a room because they got kicked out of their apartment And you kind of have to give them a place to stay because they were a good friend of yours in college And you feel bad to have them sleep on a park bench [oh], and you can also check how many quills you've collected wait hold up Willie's not quills Interesting looks like we learned something new today quills were originally called quill e's I also like how you cos tail is Terrifyingly long when unrolled and please give them back their sight, but we're still not quite done yet Steve Burke one of the composers of [Ukelele] Soundtrack posted up on Soundcloud some unused tracks that were originally going to be used for [rec] [stroh's] arcade games the first according to Steve himself is an early version of the gun let run theme take a listen you Next up is a theme that Steve didn't bother developing past this point though to me It kind of sounds like it could have been used for Kardos carding Just because of the style of music and instruments that were used see if you agree with me by comparing both Okay for the last two unused tracks. [I] couldn't seem to find any similarities with any of the final games music So take a listen to both of those tracks and feel free to comment what you think they might have eventually become So that's the entire development of ukulele What a journey from an idea that was never thought to be able to come to life to a game that Finally brought back what we were all waiting for a 3D platformer with that classic rare feel man I am so excited to see what play tonic will bring us in the future [to] [Calais] [Li] Lay the racing Doctor quacks bat feather [day] only time will tell and I think the gaming future looks bright now that play tonic is here to stay so this has been beta 64 with the development [of] Ukulele, thanks for watching you
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Channel: Beta64
Views: 597,203
Rating: undefined out of 5
Keywords: beta, 64, beta64, yooka-laylee, yooka laylee, development, developer, playtonic, playtonic games, trailer, e3 2016, e3, kickstarter, changes, unused, project ukulele, ps4, xbox one, wii u, switch, nintendo, clara, trowzer, tribalstack tropics, glitterglaze glacier, 2015, removed, censored, jontron, voice, dr. quack, capital b, jungle world, grant kirkhope, steve burke, david wise, gavin price, 60fps, hd, 1080p, 1080p 60fps, gameplay, footage, early, gamescom, 2016, game dev, yooka, laylee, jon jafari
Id: rw5pEZz19cc
Channel Id: undefined
Length: 84min 53sec (5093 seconds)
Published: Sun May 28 2017
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