Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


  • Total voters
    2,412
I would really hate to see a bunch of people with experience, skills and dedication wasting their time on some weeb Columbine simulator, when we barely get any good games every year.
With how flawed this game's core story and design is, I wouldn't mind a simple school shooter game. It'd be simple, straight to the point, not be super fetishy or have any complicated story.
Stakes would be high and simple enough, maybe include a level editor and you've got the right amount of edge.

Bam: a game far easier to design, a little easier to develop, reasonably controversial - but more importantly, a game you could release within a realistic timeframe.
Make it anime if you wanted, just have a game where a school girl shoots up her school.
These games all make the mistake of trying to correct/improve on Yan-Sim

Just add a gun Alex. Senpai isn't worth all this work, just let people shoot him.
 
Same engine, same models, same retard at the computer
Most importantly, same retarded policy of volunteer assets created in the void without any proper sense of art direction or style. Everything ends up feeling like the gamedev version of corporate art, tastelessly inoffensive with nothing striking. The character designs are generic anime dialed down to a 3, even with the new models, and have no cohesive visual flair. The environments are of the quality I would expect to be used for a mid quality manga that uses CG backgrounds for common environments instead of redraws/overdraws - quiet and clean enough to work well in a low detail environment, but completely without substance and design direction of their own. The visual effects and flair are similarly disconnected from the rest of the art, but I will credit that they are mildly cohesive in their cartoony style. And the less said about the UI the better, its clear that nobody involved ever tried actually testing their interfaces on normal humans. The whole incompetence in the space kills me, but that's when you get when you don't put a solid hand at the helm.

The first thing you learn about handling artists in indie game development is that you need to pick one of the artists who actually has a style you like, a flair and a vision for how the game should look. Then you take that artist, give them the art director crown, and let them beat every contractor and/or volunteer into shape to follow that art direction and stylistic choices. The art direction can basically never be a volunteer/spot contractor themselves, you need someone with some level of professional skill and focus, not a part time amateur or in and out asset crank. Your goal is quite literally to be picky and slow everyone down to follow some artists whims, because if you chose a good artist, you will end up with a visually cohesive product. The only time you can get away with not dealing with all that shit is if you only have one artist working on the entire project. And no, the programmer is not the art director. Even if you have a split skill set, which I do, you follow your artists direction in your own work, you don't blaze your own trail. Just look at Alex's sketches from earlier, programmers are rarely artistically inclined enough to be that sort of visual lead.

Of course, all of this would require Alex to both bring on a dedicated professional to support the project, but to also release control over a significant portion of the visuals. Considering his desire for weeb stylings, it wouldn't be hard to find one on paper. In practice, nobody worth their salt would work on yansim, even for a good paycheck at this point. You'd have to pay out the ass to stand a chance.

I learned this from experience, and there's no excuse for Alex to have not learned it over all this time.
 
He's going to run into the same problem as Duke Nukem forever, but only cos he's retarded. He's sidestepped the unity engine and basically hard coded the models, so an asset swap to keep up with the times would mean a complete rewrite. Maybe unity will drag him kicking and screaming into an era with better shaders or smth but his assets will ways be stuck in the 2010s
 
Most importantly, same retarded policy of volunteer assets created in the void without any proper sense of art direction or style. Everything ends up feeling like the gamedev version of corporate art, tastelessly inoffensive with nothing striking. The character designs are generic anime dialed down to a 3, even with the new models, and have no cohesive visual flair. The environments are of the quality I would expect to be used for a mid quality manga that uses CG backgrounds for common environments instead of redraws/overdraws - quiet and clean enough to work well in a low detail environment, but completely without substance and design direction of their own. The visual effects and flair are similarly disconnected from the rest of the art, but I will credit that they are mildly cohesive in their cartoony style. And the less said about the UI the better, its clear that nobody involved ever tried actually testing their interfaces on normal humans. The whole incompetence in the space kills me, but that's when you get when you don't put a solid hand at the helm.

The first thing you learn about handling artists in indie game development is that you need to pick one of the artists who actually has a style you like, a flair and a vision for how the game should look. Then you take that artist, give them the art director crown, and let them beat every contractor and/or volunteer into shape to follow that art direction and stylistic choices. The art direction can basically never be a volunteer/spot contractor themselves, you need someone with some level of professional skill and focus, not a part time amateur or in and out asset crank. Your goal is quite literally to be picky and slow everyone down to follow some artists whims, because if you chose a good artist, you will end up with a visually cohesive product. The only time you can get away with not dealing with all that shit is if you only have one artist working on the entire project. And no, the programmer is not the art director. Even if you have a split skill set, which I do, you follow your artists direction in your own work, you don't blaze your own trail. Just look at Alex's sketches from earlier, programmers are rarely artistically inclined enough to be that sort of visual lead.

Of course, all of this would require Alex to both bring on a dedicated professional to support the project, but to also release control over a significant portion of the visuals. Considering his desire for weeb stylings, it wouldn't be hard to find one on paper. In practice, nobody worth their salt would work on yansim, even for a good paycheck at this point. You'd have to pay out the ass to stand a chance.

I learned this from experience, and there's no excuse for Alex to have not learned it over all this time.
The closest thing yansim has to an art director is Mulberry, but generic and low-quality isn't exactly a style.
 
Screenshot_2.png
 
Alex has a "new" stream mascot. Did his experience on 4chan and 8chan tell him nothing about dual-promoting like this?View attachment 4450520
Is this not that exact chick from that vertical slice of an indie game made literally ten years ago? The one where an actual indie game guy went "ehhh the heart is all there but that's all there is" and made Alex never stop crying to this day?
Deja fucking vu.
 
February 3 bug fixing build (archive)
The latest build was mostly stable, but did have a few noticeable bugs in it, so I’m releasing a bug-fixing build that resolves the issues that some people were reporting.

To read a list of everything that was fixed or changed in the latest build, please scroll down past this amazing illustration of Oka by Kirnx!



Additions, Changes, Improvements
  • While testing the Pre-Tutorial cutscene, I needed a way to jump directly to certain parts of the cutscene. So, I added a debug command – the “E” key would manually advance the cutscene. I accidentally left this debug command in the game! Whoops! In the latest build, I’ve removed the debug command from the game so that nobody triggers it on accident. …however, you are able to restore that functionality by mashing the “E” key 10 times, just in case you find that to be the fastestt method of advancing through the cutscene.
  • The point of the tutorial is to get the player familiar with the mechanics they’re going to need to be aware of to excel at the game, and the player needs to be familiar with the “Police Checklist” in order to avoid getting arrested, so from now on, the Police Checklist will be displayed onscreen during the “Final Test” tutorial. Also, it is now necessary to restore your Sanity to 100% to complete the Final Test.
  • Previously, holding down the “Skip” button during the Pre-Tutorial cutscene would always skip directly to the “refuse to participate in tutorial” outcome, even if the player had already accepted Kokona’s request. From now on, holding down “Skip” will jump to the end of whatever outcome the player has currently selected, either “accept” or “decline.”
  • Added one new render to Ryoba’s post-courtroom monologue.
  • Added two new renders to Ryoba’s monologue about Sonoko.
  • It was possible to “sequence break” the “Cleaning Evidence” tutorial and wash your clothing before washing your weapon, which would cause the tutorial to break at the part where it wants you to wash your clothing. This bug has been fixed.
  • It was possible to place a covert listening device (bug) in the girls’ bathroom during the tutorial for Info-chan, even though the player hadn’t met Info-chan yet. This oversight has been fixed.
  • If the player attempted to dump a corpse into the incinerator while dragging it, the “closing incinerator doors” sound effect would play, and nothing else would happen. This bug has been fixed.
  • If the player chose any school uniform aside from the default option, the “Empty Husk” students in the “Final Test” of the tutorial would have messed-up textures. This bug has been fixed.
  • If a tutorial ended while Ayano was holding a corpse, she would continue performing the “holding corpse” animation even when at the tutorial menu screen. This bug has been fixed.
  • Fixed bug that would permanently remove the circular saw from the 202X Tutorial if the player dropped it into the incinerator during the “Final Test” tutorial.
  • Fixed bug that would cause the player to get stuck in a “Dipping Mop” state if a tutorial ended while the player was performing a “dipping mop” animation.
  • Made adjustment to the pathfinding grid to prevent Kuroko from getting stuck while trying to pathfind to her seat in the student council room.
  • Info-chan’s “Hint” pop-ups will no longer appear during the Kokona tutorials, because Ayano hasn’t met Info-chan yet at that point in time.
  • It’s no longer possible to activate debug commands and easter eggs during the tutorial. That was not intended!
  • Fixed bug that was preventing background ambience from playing during Ryoba’s monologue about Sonoko.
By the way, check out this gorgeous artwork of Amai by tho_liem!

A Yandere Simulator PMV (archive)
In 2018, eleven artists from the Chinese Yandere Simulator fan community created illustrations of the rivals being eliminated in various ways to celebrate the game’s 4th anniversary. I never forgot about those incredible illustrations, and I’ve always wanted to use the artwork to create a “PMV” – a “Picture Music Video”, which is a series of still images synchronized to music. I knew it would only take a few minutes to put it together, so yesterday, I finally made it:
A Chinese fan explained to me that “because of China’s special national condition, it’s hard to visit foreign websites.” In fact, YouTube is blocked in China. This means that, even though I finally created a PMV using the artwork provided by those eleven Chinese artists, they have no way of watching the video or knowing about it. That’s a little sad, huh?

The Chinese fans get their news from someone who takes photographs of my blog posts and translates them into Chinese. So, I’ve decided to write this blog post. It’s my way of saying, “Hello, Chinese community! I acknowledge you! And I still remember and appreciate the artwork you made for me!”

A Chinese fan has suggested that I should start uploading my videos to a particular video website that is not blocked in China. I’ll consider it, but I can’t make any promises, since I have to focus the majority of my time on game development and not videos.

(That’s an ironic statement, because the next thing I’ll be posting will be a video unrelated to game development…)

In any case: No matter what country you’re in, thank you for following the development of Yandere Simulator!


Thank you to the Chinese artists 茶饭CHArice, 芬恩finn, 小忆YiTair, 流火FlowingFire, 赤球Radall, Rae, 阿繰BellyAone, 禾秧HeYang, 凤羽Phoenix, 汐酱Xi Sauce, and 茶珉TeaMin. (It’s been a few years. I wonder how many of you are still following the development…I hope you are healthy and safe.)
 
The closest thing yansim has to an art director is Mulberry, but generic and low-quality isn't exactly a style.
Even low quality and generic is an art style. Behold, Kingdom of Loathing
1675728367833.png
Which is basically peak programmer art, some guy who knows how to draw as an elementary schooler does, and has drawn an entire successful browser based MMORPG, and now two successful standalone games on steam. ANYTHING can be a style if it is consistent. Mulberry wishes she had such consistency and drive.
 
Lunar Scythe: Re-Eclipsed when, Alex

You clearly want to, let's not pretend Rayne doesn't have more than a smidgen of personality at first glimpse, more so than Ayano has had the entire lifetime of the game's development.
There's still some attachment to this character, clearly. And everybody who cared about LoveSick since its inception have become as old as you, so just release it.

Or like get rid of half of the rivals and just release LoveSick, and ride that cash wave.
Do something, holy shit.
 
Lunar Scythe: Re-Eclipsed when, Alex

You clearly want to, let's not pretend Rayne doesn't have more than a smidgen of personality at first glimpse, more so than Ayano has had the entire lifetime of the game's development.
There's still some attachment to this character, clearly. And everybody who cared about LoveSick since its inception have become as old as you, so just release it.

Or like get rid of half of the rivals and just release LoveSick, and ride that cash wave.
Do something, holy shit.
He'd be "working on lunar scythe" but he isn't because Yansim is the one thing that brought him mainstream fame. He can't give that up, which is why the development is being stretched out to infinity instead of actually finishing the damn thing, or just cancelling it.
 
IIRC portions of Alex's Discord were behind a Twitch Subscription paywall, but there's now a Discord paywall. Is that in addition to or replacing the Twitch subscription?
DERP.jpg

I wonder when this was implemented.
 
Yandere Simulator Character Trivia Video (archive)
Hello!

While browsing YouTube, I’ve seen a certain type of video; videos that communicate interesting trivia and little-known facts by having “info cards” scroll by. Every time I saw one of those videos, I wondered, “Am I capable of creating something similar to that?” So, I decided to give it a try!
Every few days, fans of the game will e-mail me and ask me questions about various characters in the game. If someone asks a question like, “Does Borupen have a brother?” I give it some thought and then come up with an answer: “Yes, he does have a brother, and he’s the polar opposite of Borupen, very energetic and lively…” In this manner, a lot of characters have gradually developed a lot of depth and backstory, but that information usually doesn’t get shared with the Yandere Sim community, so all of that depth is kinda going to waste. I think that a “scrolling trivia cards” video might be one potential way to communicate interesting facts about the characters to the fanbase!

I created a Unity project that can produce videos like this very quickly (under 3 minutes). So, if people are interested in this type of video, I could upload them on a regular basis. It’s so fast and easy that I could spit out a video like this on a daily basis…but once per week would probably be better, so that I don’t overwhelm people with uploads (especially if we learn that most people care about this type of video).

This is my first attempt at making this type of video, so I anticipate that there will be a lot of room for improvement. Please let me know if:

  1. The visuals are boring
  2. The trivia isn’t interesting
  3. The music isn’t appropriate
  4. The cards are moving too fast, too slow, etc
  5. There are obvious ways to improve the production values of the video and make it more fancy and visually engaging
Putting this video together was super fun, so please let me know if you want to see more of this in the future, or if you’re simply not interested.

Thank you for following the development of Yandere Simulator!
 
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