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
    2,408
oh no no, this is obvious. what's weird is that they're actually using someone else's frankensteined big titty monster. why even paint such an image for yourself? i thought they wanted to be 'professional'
They stopped being professional when the mod drama broke out, and they took a necrophiliac satanist aboard as an artist. In fact, they should've stayed off of discord all together. The recognition they're getting right now is largely because they are actually succeeding at making something everyone else waited six years for and still haven't got.
 
sorry but this has to be the funniest thing ive read. the only thing they've done is make hype for something no one can play
This game at the moment looks about on-par with yandere simulator, which has been in development for six years already. Even if the "2 weeks" claim is exaggerated, they still made something quite polished in a significantly smaller amount of time. I'm not keeping my hopes up because of the drama, but it is still something worth looking at IMO.
 
This game at the moment looks about on-par with yandere simulator, which has been in development for six years already. Even if the "2 weeks" claim is exaggerated, they still made something quite polished in a significantly smaller amount of time. I'm not keeping my hopes up because of the drama, but it is still something worth looking at IMO.
As much as we shit on Alex for taking forever and making extremely questionable poor design decisions at the very least he's publicly released a playable demo that we can evaluate for ourselves, even if it's not particularly playable for many people and he doesn't call it a demo. Love Letter isn't quite at that point yet. Should the project survive long enough to reach that point, then the real fun will begin as we will then be able to compare everything about the two games side by side. Odds are the result would not be particularly flattering towards Alex; until that moment comes, all we have are carefully curated screenshots and clips released by the developer instead of an actual game to experience.

It's possibly true that the Love Letter's development progress is roughly on-par with YanSim, but we don't really know yet outside of the developer's own claims as of now.
 
oh no no, this is obvious. what's weird is that they're actually using someone else's frankensteined big titty monster. why even paint such an image for yourself? i thought they wanted to be 'professional'
Alex is tearing them apart from the inside.
What? What? Fucking what? What the fuck is all this bullshit? What the hell is wrong with the usual "crazy bitch is attracted to dude, goes on killing spree" plotline? Sure, its dumb but its simple and works. What's with all this complicated lore bullshit? None of this has any impact on the gameplay or overall narrative structure.

I'm all for world-building and lore, I like when stories make their worlds feel lived-in, but its not supposed to incoherent and weirdly intertwined yet also totally unimportant to the main plot.
Even that sort of lore works if you do it well. I highly recommend everybody who's ever played an Elder Scrolls game actually check out the lore. There's all sorts of crazy shit like Talos being the amalgamation of three different people (all of whom are Lorkhan) and Vivec killing his children with his cock after he invented the blowjob by sucking off the King of Rape in front of everybody at their wedding. If you dig deep enough, you end up learning that the entire universe is a dream and one day people will learn how to become dreamers themselves, which was intentionally makes the lore open-source. It's completely insane and has little to no relevance to the games themselves, but it still makes the entire universe feel real and bigger than you and your story. The key is to make this lore completely optional to know and make sure that the game is actually good on its own. I have a feeling that Alex will do neither.
 
So, how would yanderedev realistically go about fixing this? Would de-bloating studentscript and having a (minimal) unique script for every student be the fix here?

While it's very difficult to truly optimize a program for the cache; it's incredibly easy to make things cache friendly (though not necessarily ideal) by default. Games like YS don't need some highly engineered data oriented design solution because what they're trying to do shouldn't tax modern hardware considerably.

The object oriented approach that Student uses is problematic because it groups data based on conceptual relatedness rather than operational relatedness. A "student" must have things like a name, a mesh, and health, but these needn't be the same object. Once all of those data are embedded in the same object, cache pollution becomes inevitable and extreme; e.g., something that damages a student only cares about interacting with the health, but now the cache lines have been filled with names, meshes, animation data, and so on.

A simple approach is to just make lightweight classes that have a single conceptual purpose, e.g., a health class that only contains the data and logic necessary to handle health adjustments and death events. By enforcing design around a single concept, you ensure operationally related data. A higher order concept like "student" then shifts from being a massive array of operationally disparate data to being a pointer table for the set of objects that satisfy what a student is. That pointer table pollutes the cache much less, and now you can directly access data solely relevant to your particular purpose (e.g., some damaging effect now can go Student->Health->Damage(value)). There are still plenty of ways to optimize this further, but this is a good start, easy to implement, and as an added bonus it is generally an easier design to maintain / expand.
 
A simple approach is to just make lightweight classes that have a single conceptual purpose, e.g., a health class that only contains the data and logic necessary to handle health adjustments and death events. By enforcing design around a single concept, you ensure operationally related data. A higher order concept like "student" then shifts from being a massive array of operationally disparate data to being a pointer table for the set of objects that satisfy what a student is. That pointer table pollutes the cache much less, and now you can directly access data solely relevant to your particular purpose (e.g., some damaging effect now can go Student->Health->Damage(value)). There are still plenty of ways to optimize this further, but this is a good start, easy to implement, and as an added bonus it is generally an easier design to maintain / expand.

I believe Unity has an entity component system that does just this, it's also useful for decluttering pointless inheritance hierarchies. Not that Alex has one. Even if I'm misunderstanding the entity component system Unity has, it's very easy to make one that does just what you're describing. It would also be a major boon for code re-use that any indie project sorely needs.

This game at the moment looks about on-par with yandere simulator, which has been in development for six years already. Even if the "2 weeks" claim is exaggerated, they still made something quite polished in a significantly smaller amount of time. I'm not keeping my hopes up because of the drama, but it is still something worth looking at IMO.

YandereSimulator:
  1. Cutscenes.
  2. A dumb panty shot ability.
  3. A dumb phone ability to save student info.
  4. Students following routines.
  5. Methods to disrupt those routines and kill them.
  6. Chopping up bodies.
  7. Dynamic reactions to murder for individuals as well as groups.
  8. Reputation mechanic.
  9. Clubs.
  10. Sanity Mechanic.
  11. Scheduled events.
  12. Poisoning people.
  13. A full school map.
  14. Etc etc etc
LoveLetter:
  1. Sanity.
  2. Ability to murder.
  3. Some very rudimentary reactions to murder.
  4. Students moving around in a static scene.
  5. A hallway.
Go and rewatch the sanity video and the corridor test and show me where the clubs are, where the schedules are, where the unique murder reactions are, where all the school shit is like the teachers, etc. You're a straight up bonehead if you think they're on par. Alex is right that they've implemented only the surface level features, and I'll be impressed when something playable releases and actually works.
>joined Today
Ah, that explains it. Go back to r/Osana, we want nothing to do with you Redditards.
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However, Alex has discontinued the 32-bit version of Yandere Simulator because it kept crashing in more recent builds (32-bit pointers limit you to a 4 GiB address space, and the game now requires more than 4 GiB of addressable memory).
shit the bed, how is that even possible?!
I remember the days when you were limited to 640 kiB, and had to use DPMI trickery to get any more than that... limitations like that really did force you to git gud with programming
 
I'd enjoy games like Yansim and LL if it was a simple guilty pleasure weeb game. Getting too deep, serious and/or complicated is just ruining it. I just wanna mess around and do sophisticated murder plans for cartoon characters, not some bullshit complicated lore and be forced to explore a bunch of deviant fetishes like kidnapping, sequestration, rape and underage. The concept of anime Hitman/Manhunt is a meme in itself but any attempt at making it seems doomed to be a different kind of meme altogether.

I'm fine with cringy failures, they're funny and it's why I'm here, but it's too bad that Yansim teased me with the idea of playing a fun weeb game, only to leave my guilty pleasure unsatisfied.
 
DrApeis uploaded another soundtrack on his youtube channel. I gotta say, I love the calm nostalgic vibe.


It also reminds me of how EpicMealDev used to upload soundtracks for the game. This one was my favorite.

The vibes they're going for are very different.

EDIT: some LL previews from discord
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LL's ost seems to be reflective of a "genuine" yandere. She was always sweet and mellow until she found "the one".
 
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