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?


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One question for the people who know about programming: Wouldn't the Save/Load feature be a Nightmare to implement in a game like yandere simulator?(because of the spaguetti code)

Normally you could use tricks to save the data of all characters without having to manually write a code for everysingle one of then (Like telling the game to save the variables of everysingle object identified as a student)

But because Yandev doesn't use things like "classes" or any kind of real coding, he would have to make a bunch of "IF/ELSE" for every single student. I mean, he could copy and paste some of the code but because there are so many characters with unique traits(like students who react when kill you a specific character,delinquents,photography club, etc) he wouldn't be able to recycle his code that easily.

EDIT:
Remenber that he wants to have at least 90 students soooo....is not gonna be a easy task, specially for someone as lazy as him
 
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One question for the people who know about programming: Wouldn't the Save/Load feature be a Nightmare to implement in a game like yandere simulator?(because of the spaguetti code)

Normally you could use tricks to save the data of all characters without having to manually write a code for everysingle one of then (Like telling the game to save the variables of everysingle object identified as a student)

But because Yandev doesn't use things like "classes" or any kind of real coding, he would have to make a bunch of "IF/ELSE" for every single student. I mean, he could copy and paste some of the code but because there are so many characters with unique traits(like students who react when kill you a specific character,delinquents,photography club, etc) he wouldn't be able to recycle his code that easily.

I talked about that here a few pages back, it would be a nightmare even without spaghetti code. You would have to keep track of every single choice made in game, there are literally hundreds of choices to make in this game, what students are alive, which ones are dead, who is a mind slave, how each kill was carried out, who is suspicious of Ayano, etc, under the best of circumstances it would be a pain in the ass to cover all the cases he put in the game, which plays a role in the code being horrifying. I don't fault him for not having the ability to save in the game so far, that's a massive undertaking, plus there's very little point with the current state of the game, He'd have to update the saving algorithm every time he releases an updated build, and that runs the risk of breaking saves from older builds... I'd rather not give him any more excuses to prolong development.

Then there's loading, when it comes to loading there are two different ways to do that, the whole "save state" way of loading, that would take you right back to the very same position you saved in, or the more traditional restart save, that would take you back to the beginning of a day (week?)
 
it would be a nightmare even without spaghetti code. You would have to keep track of every single choice made in game, there are literally hundreds of choices to make in this game, what students are alive, which ones are dead, who is a mind slave, how each kill was carried out, who is suspicious of Ayano, etc

I wonder if the Save/Load feature is going to be the thing that will break Yandev patience and make him ragequit. He doesn't like seen like he has experience coding stuff that complex.
He probably knows how hard it is and he is waiting for the kickstarter so he can pay someone else to make it.
 
I wonder if the Save/Load feature is going to be the thing that will break Yandev patience and make him ragequit. He doesn't like seen like he has experience coding stuff that complex.
He probably knows how hard it is and he is waiting for the kickstarter so he can pay someone else to make it.

He's made over 200 THOUSAND dollars off of the game so far, kickstarter? for what? He could pay a professional programmer's yearly salary twice over, or hire two mid-level programmers and still have money left over... Its not like he's paying volunteers or anything, he would likely get much more money if he had a product well on its way to completion, look at the guys makin Summertime Saga, they're getting 35k a month because they consistently release content, Alex though, he's actually losing money due to his greed and laziness.
 
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Tweet trending a bit on a member of the Yandere Simulator fanbase, it's not pretty.
https://twitter.com/emiyannn/status/1003361507969675264
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One question for the people who know about programming: Wouldn't the Save/Load feature be a Nightmare to implement in a game like yandere simulator?(because of the spaguetti code)

Normally you could use tricks to save the data of all characters without having to manually write a code for everysingle one of then (Like telling the game to save the variables of everysingle object identified as a student)

But because Yandev doesn't use things like "classes" or any kind of real coding, he would have to make a bunch of "IF/ELSE" for every single student. I mean, he could copy and paste some of the code but because there are so many characters with unique traits(like students who react when kill you a specific character,delinquents,photography club, etc) he wouldn't be able to recycle his code that easily.

EDIT:
Remenber that he wants to have at least 90 students soooo....is not gonna be a easy task, specially for someone as lazy as him

All code everywhere is basically lots of IF/ELSE. There are more visually appealing ways to do so, there are much more maintainable and easy to understand ways to do so, but in itself there is literally nothing wrong with IF/ELSE's. It's not as big of a problem as kiwis tend to present it. However, Yandev just cannot comprehend hard stuff, data locality, fields/properties, structs, classes, abstract/virtual things, and most problematic of all - Unity's own systems, mainly navmesh (took him how long to make students don't go in one long line?), GameObject.Destroy (for some reason, everything is just hiding high in the skies), updates/coroutines (everything is in one big update function, it's just unhealthy and laggy due to Unity's own problems) and enumerators with statemachines (he uses lots of booleans instead, again, it's not bad by itself, but this design choice leads to lots of IF/ELSE's, and more twisted code that you have to spend time to comprehend, even if you coded it with your own hands). Don't know about animations and models, Unity is pretty good with those, but given that most of the FPS problems come from renderer maybe Yandev did something horrendous there as well.

Save/Load is pretty easy to implement, in theory. On Unity store you have ready to use systems for that, and even if you don't want to use them (or buy them) you can convert every variable you want into a XML and then read it upon loading. Yandev using lots of booleans actually may be better for him if he goes this road (he just copies all of them into save file, alongside transform positions, rotations, etc), but it will take him ages to fix all small misses upon loading. His saveloading will never have version compatibility or the like due to apathy from the need to untangle spaghetti, but it is doable. Also, Tinybuild made him some prototype save/load, have they not?
 
Tweet trending a bit on a member of the Yandere Simulator fanbase, it's not pretty.

For the record, this is the character in question:

3aa275c9a6e830d045387bec38395c79.png


I don't think any YS character looks like that. The kid probably has not seen any actual anime or other Japanese content and knows the "anime" style from Yandere Simulator and crappy western Tumblr/DeviantArt "artists", so all anime schoolgirls remind her of violent fetish games made by 30-yo American basement dwellers.

I wonder if the Save/Load feature is going to be the thing that will break Yandev patience and make him ragequit. He doesn't like seen like he has experience coding stuff that complex.
He probably knows how hard it is and he is waiting for the kickstarter so he can pay someone else to make it.

AFAIK Unity makes saving/loading just three lines of code, provided you've organised all your persistent game state correctly.
I bet that: 1) the YS code is too messy for it to work 2) Alex won't learn about this feature until near the end of implementing Osana, 3) Alex will fail to fix the mess, 4) Alex will attempt implementing a custom loading/saving mechanism, 5) it will be slow, buggy and hard to maintain, 6) bugfixing the save subsystem will slow the development even more.
 
One question for the people who know about programming: Wouldn't the Save/Load feature be a Nightmare to implement in a game like yandere simulator?(because of the spaguetti code)
Remenber that he wants to have at least 90 students soooo....is not gonna be a easy task, specially for someone as lazy as him

It's all about your data structures and how they're linked together. The more complex the linkages the more irritating it gets. If the data isn't linked at all it's trivial to save and reload regardless how much data there is.

Example:

Imagine you want to serialize a game that plays like pacman, except there's only one ghost, the maze is randomly generated, and there can be a variable number of pacman(s? pacmen?). When the ghost sees one it pursues it for a few seconds.

If you're serializing this, you can just dump the entire maze to a file and read it back since it doesn't actually link to anything. It's independent data. Same for the pacmen - you just store their position and direction since that's all you need to know to recreate their state.

The ghost is a problem though since it needs to know about which pacman it's chasing - aka, it needs to explicitly store information in the files about another entity in the game. It can't just store the fact that it's currently chasing pacman because it needs to know which one in particular it’s after.

This is the sort of linkage that creates problems because when you're reading the save back from the disk, what happens if you read and create the ghost before the pacman it’s trying to chase? There are a bunch of ways to deal with this, most often you just number all the objects in the game and have the ghost save that it's chasing pacman #6 or whatever and then resolve that to the actual game entity after all of the entities have been loaded.

Real games (and Yansim) will generally have about a dozen of these cases or more and some of them can be incredibly nasty to deal with. They're only issues if you want to go the savestate route though since classical RPG-style saving generally occurs when there's nothing going on and would probably work fine for Yansim if it happened during the 'house' phase.
 
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I don't think any YS character looks like that. The kid probably has not seen any actual anime or other Japanese content and knows the "anime" style from Yandere Simulator and crappy western Tumblr/DeviantArt "artists", so all anime schoolgirls remind her of violent fetish games made by 30-yo American basement dwellers.

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I guess she kinda resembles that character. Not very similar, but still mistakable for a child.

EDIT: Added file because link for pic seems to be broken.
 

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That's the stuff I'm talking about, people are willing to let him tell them to go kill themselves all for the promise of a game that will likely never be good anyway. This sheep/battered wife mentality is sickening, this is exactly why Alex can take advantage of people, because people like that will let him. They simply don't know any better because a lot of them are young and dumb, and buckle under anyone that they so much as perceives as an authority figure.

All for what? A stealth game that fails at being a stealth game? One he claims was inspired by Hitman? :powerlevel: I played the new Hitman for 5 minutes recently, and I've already had more fun in the opening training segment than I've had in years with YanSim! He's had the audacity to make an Analysis video on the game despite not really understanding what makes it great, and kept insisting that his game was taking inspiration from it... yet here we are with a game that ultimately fails at being even a bad hitman game... How? It's like when people shit on Mighty #9, sure it's hate comes from it being overhyped and overfunded, but at the end of the day it at it's core is still a competent albeit average Mega Man clone, YanSim can't even be a bad hitman game, let that sink in for a second.
Now I'm starting to think that they're under a spell or something. I hope his fans wake up soon, especially that Jiyu guy. :powerlevel: I'm glad I woke up. I used to be one of the fans who think, "Omg, DaddyDev is such a hardworking person!" Now I laugh everytime he says he "devotes" all of his time to YanSim, and streams every night for like 3-10 hours, and even guilt trips his fans on polls.

It's not even a stealth game or a game. It's an incomplete build. You can't do anything except run around luring students, kill them, and clean up the bodies, or activate some copyrighted easter eggs. It's kinda fun but when I played the game last year, I got bored after 20 minutes. Also, Alex is a horrible writer. YanSim doesn't even deserve to be compared to Hitman.
 
I hope his fans wake up soon, especially that Jiyu guy
Hopefully with this whole Osana thing, fans will start waking up to the fact that Alex hasn't gotten very far in developing the story of Yandere Sim. Unless you count thinking it up in his head "developing", or streaming games every night to stea-I mean "borrow" ideas from other games
 
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