- Joined
- Jan 17, 2018
:powerlevel: Found this on PULL :powerlevel: and I must say, it applies quite well.
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Before sex. He doesn't feel he should be squeaky clean before his partner does intimate things with their mouf.
Only the times when his mom tosses his tendies in the shower and turns the water on.It kinda makes you wonder if he ever showers if he is taken aback by a request for a simple 45-second shower.
Before sex. He doesn't feel he should be squeaky clean before his partner does intimate things with their mouf.
His reactions are beyond disproportionate. All he'd have to do is ignore it, instead, he goes nuts:
I've actually told him this directly (which he ignored, of course), but he gives us stuff to mock. If he would just ignore this stuff, there would be nothing to talk about!
Alex: KiwiFarms laughs at me.
Kiwi: You stream a lot.
Alex:iohoIEhfoiuewhnfoiwhcniohewfhnowiEHFO
1) Design it to be a project that can be completed within 1 year, and don't ever expand the scope beyond the initial design.
...
3) Never get money involved, because this turns it from a fun hobby into a stressful obligation.
4) Don't announce the game's development until it's at least halfway to completion.
...
Remove a certain feature from the game
Design a different backstory for the protagonist
No voice acting
At least he is learning. I feel like the major issues are because of lack of planning literally anything, but at least he has learned something about that from this ordeal.
spends 3 hours in the chat other than working on Osana.
Even in context I'm sure it's still creepy.It's kind of sad because seeing this without context it's just three dudes being slightly creepy but having a laugh.
Even if he did do all of this for a later game (or even a reboot of Yandere Sim) the bad programming would still drag it down to frustrating levels.
He's learned nothing out of this and is at best only reciting the answers that he's been told about since one of the Skull Girls programmers took some time to rip apart and critique his coding work all those years ago. He's been told these things for literal years by this point, and he only now is paying lip service to the idea that he learned his lessons about managing a project for pity points and to get at least a few of the softer critics off his back. That he does not take any of these new lessons to heart and simply do a full teardown so he can fix YanSim from the beginning is clear as day evidence he hasn't fucking learned.At least he is learning. I feel like the major issues are because of lack of planning literally anything, but at least he has learned something about that from this ordeal.
Even if he did do all of this for a later game (or even a reboot of Yandere Sim) the bad programming would still drag it down to frustrating levels.
Too bad he's clearly not serious about being a professional programmer. If he was, then he'd be saving his Patreon bucks up to shoot for a bachelor's in comp sci so he can actually make a game that doesn't strangle computers because right now he's doing a pretty bad job assuming he's self-taught.The singular greatest strength of Unity is that it does a massive amount of heavy lifting for you. It's a bit of a double-edged sword because it forces you into a particular rigid framework in order to get your C# code to talk to Unity's backend and working outside that framework is very difficult if not impossible (eg: you can't entirely disable the physics engine even if it's unnecessary) but Yandere Simulator isn't getting hit with any of these issues because it's exactly the sort of game Unity is built for - a single prebuilt environment with some actors each with their own unique behaviors which can act independently.
Everything you see in Unity is an object that you attach scripts to, like a complex puppet that needs to be hooked up to something to pull its strings correctly. Because of this refactoring bad code in Unity's variant of C# tends to be easier compared to other languages since every actor winds up as its own self-contained system and you don't have to trace through the whole program to figure out where some behavior is coming from. From what I've seen of the YS scripts, everything stays well within the limitations of this model and the scripts are all simple state machines written out in incredibly backwards ways.
For this reason, there's absolutely no reason aside from stubbornness that he shouldn't be able to get the structural elements of YS in shape in under a month of real work. He needs to remember the Skullgirls dev screaming at him to learn about state machines so he can actually learn some proper programming patterns since his standby of modeling everything as a ton of true/false values and else-if chains is the sole thing that's killing the game.