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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2. Isn't this game supposed to be set if Japan? If so, why is Ayano being paid in dollars?

Silly gremlin! Alex knows way more about Japan than anyone else! Are you trying to tell me Yandere Simulator isn't a highly realistic depiction of life as a Japanese high-school student and that they don't use yen?
 
This is probably a nitpick, but... why would someone like Ayano work in a maid cafe? She seems to be mostly antisocial, unless it's connected to Senpai or manipulating someone to get to him. Maybe I'm just forgetting she has no real personality/is a mash of many. Still, at this point (with her characteristics) it would be more believable for her to work in a store or warehouse. Hell, I'd believe a butcher store before a maid cafe, if kids could work there. She could increase her brutality there or something. A maid cafe is... it's like he thinks that's the only option for Japanese high school girls. Well, that and compensated dating, lol.
I think if he wanted to branch out and create a whole city, why not go full Persona since originality is not his thing, and have her gain some skills by picking up different jobs?
As for the mini game being pixelated, I think going a chibi-styled/simplified route would make for a better artistic choice, but whatever.
 
This is probably a nitpick, but... why would someone like Ayano work in a maid cafe?
Cause he wanted to have art of her in a maid costume.

I mean really, this part-time job might not add anything to a stealth game but then again neither do the other minigames really. What do you expect.
 
This is probably a nitpick, but... why would someone like Ayano work in a maid cafe? She seems to be mostly antisocial, unless it's connected to Senpai or manipulating someone to get to him. Maybe I'm just forgetting she has no real personality/is a mash of many. Still, at this point (with her characteristics) it would be more believable for her to work in a store or warehouse. Hell, I'd believe a butcher store before a maid cafe, if kids could work there. She could increase her brutality there or something. A maid cafe is... it's like he thinks that's the only option for Japanese high school girls. Well, that and compensated dating, lol.
I think if he wanted to branch out and create a whole city, why not go full Persona since originality is not his thing, and have her gain some skills by picking up different jobs?
As for the mini game being pixelated, I think going a chibi-styled/simplified route would make for a better artistic choice, but whatever.

Because a maid cafe is another generic anime stereotype that he can shove up against all of his other generic anime stereotypes.

According to earlier videos and notes Yan-chan does have a personality. As in she's empty, cynical, and doesn't care about anything other than senpai but since so many of the mechanics of the game revolve around building relationships and other dumb crap I guess we can assume it's flexible.

I wish the Yakuza became an actual thing. It would make more sense her getting cash from the Yaks rather than something like a maid cafe. but.. ANIME TROPES.
 
Because a maid cafe is another generic anime stereotype that he can shove up against all of his other generic anime stereotypes.

According to earlier videos and notes Yan-chan does have a personality. As in she's empty, cynical, and doesn't care about anything other than senpai but since so many of the mechanics of the game revolve around building relationships and other dumb crap I guess we can assume it's flexible.

I wish the Yakuza became an actual thing. It would make more sense her getting cash from the Yaks rather than something like a maid cafe. but.. ANIME TROPES.

The Yakuza and how Alex planned to implement it sounded even more autistic imo
 
At the end of the video, he seems to imply that Fortnite copied Yandere-chan's character design. Didn't he just buy that model anyway?
Besides, all generic stereotypical Japanese schoolgirls look the same, of which Yandere-chan is one.
Also he has copied (more like stole) a lot of designs and art for Yandere Simulator. Its fucking hilarious.
He legit had a Yuuya Kizami from corpse party traced for Yandere-Kun.
And much more like that.
 
Also what's the point of adding a money system if there's nothing to buy if only to make the game more complicated? There's already a bartering system with info-chan so is this meant to give you things that info-chan can't supply? I.. don't get it. It doesn't add much to the gameplay either other than just giving you more steps to do and more boxes to tick to get your plan going.

That's Alex' design philosophy and seems to be a recurring problem. He wants to add something the game doesn't need and in order to add that he has to add a lot of other things. This leads to bugs with pre-existing mechanics, which he then has to solve. Then he adds another thing and the whole cycle starts anew.

There's this guy called TerribleWritingAdvice on youtube who makes videos where he gives... well, terrible writing advice. In his one serious video he does mention that a trap a lot of writers fall into is that of "creativity" or "uniqueness", inspired by the Romanticist image of the artist who is inspired by his muse and creates a work of beauty and art the world has never seen before. In reality writing is a grueling process of writing, forcing yourself to keep writing, rewriting, cutting out entire sentences, rewriting an entire chapter from scratch, cutting out that one reference to a chapter you decided to delete et cetera. Mutatis mutandis programming should be the same. If I'm allowed to speculate I think Alex falls into the aforementioned Romanticist trap where YandereSimulator has to be an industry changing magnum opus produced by his creative genius. Therefore everything he can think of has to be put into the game and he cannot backpedal or acknowledge that he was wrong.

YandereDev should at this point backpedal and make things easier on himself. One fundamental example could be the lay-out of the school. The school is too large and too elaborate for what he wants (busy halls that give little opportunity to kill a rival without witnesses). The school should therefore be smaller and with a different structure. For example, he could move away from the square structure and perhaps have a school with a central area and two wings (East and West). Put things like the cafeteria in the main hall and you will ensure that the central area is always very busy. Given that there are now only two hallways leading to classes rather than four, these will also be a lot busier. Furthermore a lot of rooms can be cut (I've mentioned before that it makes no sense for there to be a science classroom and a science clubroom... with the latter seemingly better funded than the former. Just have the science club active in the science room when there aren't any classes, given that clubs are inactive during classtime anyway).

EDIT: A thing I completely forgot to adress... the entire minigame was by Alex' own admission donated. He couldn't even program that. Think about it: he can't even program the kind of simple 8bit Flash game that makes the frontpage of Newgrounds look like the headquarters of Square Enix. What does that tell us about the future of Yandere Simulator?
 
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Wouldn't a school probably have more than one screwdriver? How the hell does Yandere Dev think that a school will only have one of everything? Unless Ayano goes on a school supply destroying rampage, I don't see them running out of items that are used all the time. Oh wait, right, this mechanic was only made for the sake of showing Ayano in a maid outfit, I almost forgot.
 
Wouldn't a school probably have more than one screwdriver? How the hell does Yandere Dev think that a school will only have one of everything? Unless Ayano goes on a school supply destroying rampage, I don't see them running out of items that are used all the time. Oh wait, right, this mechanic was only made for the sake of showing Ayano in a maid outfit, I almost forgot.

He didn't even make the minigame, it was donated to him.
 
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Wouldn't a school probably have more than one screwdriver? How the hell does Yandere Dev think that a school will only have one of everything? Unless Ayano goes on a school supply destroying rampage, I don't see them running out of items that are used all the time. Oh wait, right, this mechanic was only made for the sake of showing Ayano in a maid outfit, I almost forgot.
It gets even dumber when you remember that the school is owned by a mega corporation that owns everything in the game, and will install an airport's worth of security if it's heir so much as feels slightly concerned.

And yet, they can't afford to replace a fucking screwdriver, apparently.
 
It gets even dumber when you remember that the school is owned by a mega corporation that owns everything in the game, and will install an airport's worth of security if it's heir so much as feels slightly concerned.

And yet, they can't afford to replace a fucking screwdriver, apparently.

Oh god I can see it now. "You may wonder why Ayano's school is low on supplies. The answer is simple. In Ayano's universe money is.....different. Normal everyday things are cheap but Ayano isn't so lucky. Things like the screwdriver are made from an extremely rare metal. Simular to diamonds or adamantium. To save on production the saikou corporation invented their own metal. The saikou metal is cheap. But sadly in Ayano's universe the companies that make the expensive everyday things are not so quick to use the saikou metal since it has their name on it. Ayano is forced to buy a new screwdriver if she destroys the one provided by the school. This means you should have the money available or the school staff will become suspicious."

This is stupid enough to sound like something he'd do, right?
 
I think replacement of school things at the beginning of each week would be the best solution. You need to plan your activity throught out the week to get\steal a thing, find a moment to perform an elimination method with it and get rid of it. And maybe after deadly "accident" things like screwdriver would be harder to find.
EDIT: also electric death may not be avalible for a secont attempt; School engeneers could add more protection to electric circuit or something.

Why school won't replace it on a next day? I don't think there should be a lore-friendly explanation, since game works with week-cycles, and many games have gameplay elements and rules that are not realistic, but "they just work" and noone ask about them. But since Alex loves to overcomplicate things, lets just say that previous school director was corrupted and they took money from company that were ment for school supplies. So now, when company gets a monetary request from school, they check if school really needs money for said thing.
 
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That's Alex' design philosophy and seems to be a recurring problem. He wants to add something the game doesn't need and in order to add that he has to add a lot of other things. This leads to bugs with pre-existing mechanics, which he then has to solve. Then he adds another thing and the whole cycle starts anew.
Actual game designers know that you make games using the reverse logic: how little should I add to have a viable and fun game? That's what Mark Rosewater, the head designer of Magic The Gathering, advises to people when making games. He also has a phrase he repeats often that people meme him about: "Restrictions Breed Creativity". A good game designer blocks their thought process to a few mechanics, and ask themselves every way they can explore the restricted mechanics they have to make a fun game, and in the case it's not enough, they add just a little more to get there. The video in which he describes these concepts is extremely good, by the way, I heavily recommend watching it.


Doing the contrary of adding a lot of things will end up with a bloated, purposeless game, which is what Yandere Simulator is: a game without true purpose, with mechanics that don't connect and sometimes overlap, and they do not even work. Make the game simpler, with a simpler set of mechanics, goals and obstacles, and perhaps Yandere Simulator can be made into a fun challenging game again. Otherwise it's a lost cause. You're working with a faulty base here.
 
Actual game designers know that you make games using the reverse logic: how little should I add to have a viable and fun game? That's what Mark Rosewater, the head designer of Magic The Gathering, advises to people when making games. He also has a phrase he repeats often that people meme him about: "Restrictions Breed Creativity". A good game designer blocks their thought process to a few mechanics, and ask themselves every way they can explore the restricted mechanics they have to make a fun game, and in the case it's not enough, they add just a little more to get there. The video in which he describes these concepts is extremely good, by the way, I heavily recommend watching it.


Doing the contrary of adding a lot of things will end up with a bloated, purposeless game, which is what Yandere Simulator is: a game without true purpose, with mechanics that don't connect and sometimes overlap, and they do not even work. Make the game simpler, with a simpler set of mechanics, goals and obstacles, and perhaps Yandere Simulator can be made into a fun challenging game again. Otherwise it's a lost cause. You're working with a faulty base here.
Honestly, self restriction when designing games is, in my limited experience, among the most fundamental principles that you should learn before you go anywhere near a computer, and I would never dream of claiming to be an expert. "Kill your darlings" is simply an expression that is well at home in the creation of any medium.
It's just something that you'd think should be obvious, but then you find something like Alex's little game here and realize it must not be as obvious as it ought to be.
 
Honestly, self restriction when designing games is, in my limited experience, among the most fundamental principles that you should learn before you go anywhere near a computer, and I would never dream of claiming to be an expert. "Kill your darlings" is simply an expression that is well at home in the creation of any medium.
It's just something that you'd think should be obvious, but then you find something like Alex's little game here and realize it must not be as obvious as it ought to be.
Well there are very complicated games with many thing to do and many thing to look for. Dwarven fortress is magnum opus of this types of games. Very complicated, gets new additions all the time yet very fun to play and it has a good following.
However games of those types are made by people who knows what they are doing.
You can enjoy a complex game is it's complexity is consistant, does not contradict itself and feels logical. It's hard to make it that way, market for those games is very niche, and developers should plan everything before hand.
But thats not Eva's case.
 
Well there are very complicated games with many thing to do and many thing to look for. Dwarven fortress is magnum opus of this types of games. Very complicated, gets new additions all the time yet very fun to play and it has a good following.
However games of those types are made by people who knows what they are doing.
You can enjoy a complex game is it's complexity is consistant, does not contradict itself and feels logical. It's hard to make it that way, market for those games is very niche, and developers should plan everything before hand.
But thats not Eva's case.
Games like Dwarf Fortress and of rouge-like genre are great, because their complexity adds greatly to the experience, there are simply no identical runs every time. Also randomness makes it harder to adapt, so you can master these games for dozens of hours. The only randomness that this game has is it's FPS.
 
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