The One Who Sneeds
kiwifarms.net
- Joined
- Dec 9, 2023
Maybe this guy could finish the game if he stopped writing 300-page-long character bios for every single student in the game. Also what the FUCK
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Maybe this guy could finish the game if he stopped writing 300-page-long character bios for every single student in the game. Also what the FUCK
If you’ve been eagerly awaiting the day when you’ll refresh this blog to see a new post titled “The Big Amai Update” packed with dozens of new additions and improvements for Amai’s week, I’m going to have to ask you to hang in there for a bit longer; a huge overhaul of Amai’s week is still on the way, it’s just not happening today.
With that said, today’s update does contain several exciting and meaningful changes related to Amai that I think you’ll be very interested in! I guess you could call it “The Medium Amai Update” !
To read a list of everything that was changed or fixed in the latest build, scroll down past this outstanding artwork by Seina!
https://www.instagram.com/p/DJ7jrWCuuDB/?utm_source=ig_web_copy_link
All of her illustrations are so gorgeous that it was really hard to pick just one to share with you! Please check out the rest of her artwork here, because it’s all really good!
New Hair for Amai
Amai’s old hair model has been replaced with a new one!
Out with the old…
…and in with the new!
“Taro Meets Amai” Cutscene Updated
Several significant changes have been made to the cutscene where Taro and Amai meet each other for the first time:
- Taro now animates at the beginning of the cutscene, instead of just sitting there like a statue for the first 25 seconds.
- Amai’s previous voice lines have been replaced with new voice lines!
- Amai has received new mouth animation to synchronize her lip movement with her new voice.
Listening to an actress’ audition is one thing, but putting her lines into the game is always the true test of “does this person’s voice really suit this character?”
Now that I’ve tested out this actress’ recordings within the game itself, and confirmed that her voice is a great fit for the Amai, I feel comfortable officially casting her for the role of this character!
In the coming months, you’ll start to gradually see Amai’s week become fully voiced! Exciting!
Amai Task Adjustments
A few tweaks have been made to Amai’s Task:
- From now on, when you feed someone during Amai’s Task, they will each say a unique line instead of repeating the exact same dialogue.
- Amai’s Task now involves a unique plate model and food model instead of repurposing models from elsewhere in the game.
- Amai’s Task now involves macarons instead of octodogs, and her dialogue has been adjusted accordingly.
- Amai’s Task now requires you to feed 10 people instead of 9.
Updated Moon Chokers
You’ve probably noticed that the members of the 202X Occult Club are wearing chokers with little “full moon” icons on the front. Have you ever wondered why? There’s actually some lore behind it!
Oka created those chokers herself; she was attempting to create an accessory that could “collect dark energy from the moon” to aid her club in demonic rituals. She gave the chokers to her clubmembers as gifts. Although they were skeptical about whether or not the chokers could actually harvest energy from the moon, they started wearing the chokers daily to show that they appreciated Oka taking the time to create gifts for them.
One day, Kokuma removed her choker and immediately fainted. When she awoke, she felt weak and frail – until she put the choker back on. The moment it touched her neck, she suddenly felt normal again.
When she told the rest of the club about this, the color drained from Oka’s face. “I’m so sorry! I’ve made you dependent on energy from the moon! If you remove those chokers you’re wearing…you might die! From now on, you need to keep those chokers on your necks in order to stay alive!”
The rest of the club didn’t have enough information to conclude exactly why Kokuma had fainted, but they’re all a very superstitious lot, so they’ve been wearing their moon chokers perpetually since that day.
My original plan – back when I first gave the Occult Club these chokers – was to put a different phase of the moon on each choker. One student would get a full moon, one student would get a crescent moon, etc. However, for various reasons, this plan just didn’t work out. However…
As of now, the Occult Club students are wearing new chokers which finally have the capacity to display different phases of the moon, as I originally intended!
(Depending on what school uniform they are wearing, it can be tough to see the choker, so I’ll give you a tip: the 2nd school uniform makes it much easier to see the choker on the boys.)
New Bookbag Models
Previously, the students’ bookbags were store-bought models that had a realistic art style. This looked awful, so students’ bookbags have been replaced with a new, original model that matches the game’s anime aesthetic!
Code Refactoring + Yandere Vision Status
I used the Unity Profiler to check the game for any scripts that were having an unusually significant impact on the game’s framerate. I identified a bunch of “problem scripts,” determined what the problems were, and refactored a lot of code to improve the game’s performance. I haven’t done an extensive comparison yet, but I feel confident that this build of the game will run a few FPS faster than the previous build!
Most scripts only received slight modifications, but one particular aspect of the game stood out as having significant room for improvement: the system that governs the glowing outlines that appear around characters during Yandere Vision. I decided to completely rework this feature to make it way more efficient. (I was incredibly surprised to learn that the outlines were actually affecting performance even when Yandere Vision wasn’t active!)
Because I had to change so many different areas of the game’s code to refactor the outlines of Yandere Vision, it’s possible that I may have inadvertently broken some functionality as part of the process. For example, maybe you’ll encounter a bug like, “When you befriend a student, the outline of their body turns green, but the outline of their hair turns yellow.”
As usual, if you see a bug, simply report it, and I’ll fix it as quickly as I can.
Improvements
- When using Yandere Vision during a stealth mission, enemies were highlighted in red, but useful things (such as the circuit breaker in the stalker house stealth mission) were not highlighted accordingly. I’ve gone through the stealth mission levels and added cyan highlights to things that the player can use to advance through the level.
- Kokona’s hair texture has been updated many times – but, each time it was updated, it got more and more compressed. I have reverted back to an earlier version of Kokona’s hair that was less compressed. It may be updated in the future, but only if zero compression can be guaranteed.
- To make Kenko’s in-game portrayal accurate to his profile on the official website, he now eats vegetables at lunchtime instead of eating traditional Japanese food. (He still performs a chopstick animation, but I don’t have a replacement at this point in time.)
- Chigusa’s gravure photoshoot minigame now has a background music, camera flash effects, and a pink filter on the screen to give it a more sensual vibe. Now it matches the mental image I originally had for it when I first envisioned it!
- The kitten now has a 90% to make a realistic meowing/purring sound, a 9% chance to meow in a way that is a reference to a viral video of a cat with a strange meow, and a 1% chance to play a voice clip recorded by me.
- The police that appear in the end-of-day police investigation sequence now have slightly different faces and bodies, instead of being identical clones except for their hair colors.
- Previously, boxes of foil and boxes of garbage bags made the same noise when the player was picking them up. They now have individual sound effects.
- Toga’s animation in the “Toga reacts to Ryoba single-handedly beating up a gang of delinquents” cutscene has been updated slightly.
- On the Week Select screen, there is now an “Are you sure?” window before you advance forward to your playthrough.
- Adjusted the color of Kenko’s hair to get it closer to the color in his official artwork.
- Adjusted Sakyu Basu’s portrait pose to make it more accurate to her official artwork.
- There is now a poster hanging on the side of the video game store in 1989.
- Slightly tweaked the text of Mai Wakahara’s profile.
Fixes
- In the previous build, I attempted to make Spiteful students refuse to do favors for the player if the player was using the Intimidate feature. This didn’t work as intended, and instead, I just made Spiteful students always refuse to “Go Away” regardless of whether or not the player was using the Intimidate feature, and also, I forgot to update the Follow Me and Distract Them features. Oops. This bug has been fixed.
- If a student informed a teacher about a weapon on the ground and the player picked up the weapon before the teacher could see it and then killed the teacher while they were leaving the area, the student who informed the teacher about the weapon would freeze in place permanently. This bug has been fixed.
- If the player stood on the floor above or below Osana during her “walking around and giving her opinion on each club” event, the player would be able to learn Osana’s opinion, even though there wa a floor/ceiling separating the player and Osana. This bug has been fixed.
- If a teacher attempted to apprehend the player while the player was in the middle of the “dumping corpse into woodchipper” animation, the game would not properly transition into the “fighting teacher” state, and the game would softlock. This bug has been fixed.
- If the player killed a student by smothering them, put the corpse into a locker, then released the corpse from the locker, the corpse would begin bleeding, even though the victim hadn’t died in a way that would result in blood. This bug has been fixed.
- In the cutscene at the end of 1980s Mode where the Journalist confronts Ryoba, the police officers were performing a walking animation instead of an idle animation. This oversight has been corrected. (Also, all the police now have unique appearances.)
- If the player used a sewing machine for an action that was not related to a school uniform, but did so while holding a school uniform, the player would not drop the school uniform, making the animation look incorrect. This bug has been fixed.
- Through some extremely specific series of events, it was possible to get teleported from the “text message with Amai” cutscene to the “talking with Sakyu/Inkyu in the cave under the cherry tree” cutscene. This bug has been fixed.
- If a student eats poison, and then the player saves and loads, upon reloading, the student run to a completely different toilet instead of running to the one they were originally running to. This bug has been fixed.
- If the player removed a corpse from a locker, an invisible collider would make it difficult for the game to acknowledge that the player was close enough to the corpse to pick it up. This bug has been fixed.
- In Custom Mode, if the player designed a character with “Sunbathe” followed by “RandomPatrol,” they would not successfully change out of their swimsuit before proceeding to the next phase of their day.
- Schoolday #8’s atmosphere/sanity variations were not synchronized, meaning that the music gradually became desynchronized the longer that the player played the game. This bug has been fixed.
- If the player wore a Science Club labcoat and then tried to use a locker in the shower building to change clothing, the protagonist’s body would turn invisible. This bug has been fixed.
- One of the boys in the 1989 sports club had a hair model that was not correctly changing shape when it got wet. His hair model has been updated/replaced to fix this oversight.
- There were several surfaces throughout the school where – if the player emptied a bucket of water – the water and surface would flicker. This bug has been fixed.
- If the player was apprehended while using a blowtorch, the blowtorch sound effect would never end, and would loop indefinitely. Oops! This bug has been fixed.
- If the player saved the game while a key was on the ground and then loaded that save, the key would be gone. This bug is no longer possible.
- If Raibaru witnessed Amai’s corpse, she would react as if she was seeing Osana’s corpse. This bug has been fixed.
- Some of Ayano’s hairstyles would block her vision when she entered first-person mode. This bug has been fixed.
- Due to a bug, Schoolday #13 was not playing in 1980s Mode. Oops! That bug has been fixed.
Direct3D 12
In the .zip file for the latest build, you will find a .bat file named ForceD3D12.bat – if you run this, you will force Yandere Simulator to launch with Direct3D 12 instead of Direct3D 11. Why would you want to do this? Apparently, it improves the framerate on some graphics cards. Only try this if your graphics card is extremely recent – like, from the last 5 years.
“I’m not clicking a suspicious bat file!”
Yeah, I feel you. If you you want to confirm that ForceD3D12.bat isn’t doing anything malicious, simply rename it to .txt and open it with a text editor. You’ll see that there is only one line of code in it:
.\YandereSimulator.exe –force-d3d12Characters Page Update
Are you familiar with the Characters page of the official website?
Over the past couple of weeks, it’s been updated with a lot of new characters, and some of them have profiles that contain information quite relevant to the game’s backstory and lore!
In case you’re the type of player who loves to read up on the game’s backstory, I thought I’d give you a heads-up about this!
(And I’m still not done! I’m currently sitting on a total of 10 character illustrations that are just waiting to be uploaded to the official website. Between all the other things I have to do, it’s hard to find the time to write character profiles…)
Patreon
Earlier this year, I stated that I would be putting forth an effort to post much more frequently on Patreon…and I haven’t been doing a good job of staying true to that commitment. I let more than 2 months pass without a single post on Patreon! Owch! I’d like to apologize for that. I’ve written a post on Patreon explaining the reason for it.
In short, my mentality was: “There is no value in posting an exclusive sneak preview of something that will be released in just a few days. So, I shouldn’t bother posting anything unless it doesn’t meet that criteria.” The problem is, almost every new thing added to the game is “being released in just a few days,” leading to a situation where I almost never feel justified in making any posts on Patreon.
I asked the patrons to provide me with their guidance, and a lot of different people all shared the same sentiment: “posting anything is better than posting nothing.” So I think I’ll abandon the “I shouldn’t bother posting this to Patreon…” mentality, and embrace a new, “Eh, why not? I’ll just go ahead and toss this on Patreon!” mentality.
As a result, I’ll probably start posting to Patreon a lot more often in the future. Just wanted to make sure you were aware of that!
Thank you for following the development of Yandere Simulator!
Howdy! A few people have reached out to ask, "When will you post to Patreon again?" and I wanted to share some insight into my thought process.
As you're doubtlessly already aware, Yandere Simulator usually updates twice a month, on the 1st and 15th days of the month. Often, the volunteers and I will try to schedule our time so our latest tasks are complete by the 1st/15th and that our work makes it into the game in time for the next build. This means that "big features" usually get added to the game about 1, 2, or 3 days before the update.
I know that many people subscribe to my Patreon because they're looking forward to sneak peeks at upcoming content. However, when I'm sitting on a big pile of super-exciting new content, it's usually less than 3 days until the next update. I think to myself, "Why should I bother posting this on Patreon? It's going to be revealed to the world in 3 days, anyway."
I guess I assume that "exclusive previews of upcoming content" simply aren't exciting or interesting when the period of exclusivity is extremely short. Do you get my logic?
I'll give you an example. Right now, if I ask myself, "What kind of cool stuff could I post on Patreon?" I think of the most exciting additions I've made to the game recently:
Cool stuff, right? However, most of those additions were made within the past 5 days. When deciding whether or not to make a post about the above content, I immediately think, "...eh, there's no point in making a Patreon post about it. The next update is coming out in less than a week, anyway..." And then, I just don't post anything to Patreon at all. This is almost always the case for every "two-week update cycle," meaning that I very rarely ever feel like it's "worth it" to make a post on Patreon.
- Amai is getting a new hair model
- Amai's task has been updated and improved in several ways
- The cutscene where Senpai meets Amai is getting new animation and new voice acting
- The Occult Club are getting new chokers
- I refactored a bunch of the game's code and improved the FPS
- The cutscene where Toga thanks Ryoba is getting some new animation
- The game is getting a new bookbag model (because the current one is a store-bought asset)
Of course, there are some very obvious downsides to going for long stretches of time without posting anything on Patreon. People will presume, "Oh, I guess he quit working on the game..." or, "Oh, I guess there's no point in donating to this Patreon..." which are both really bad for the game's long-term health.
So, I guess I'm kinda stuck between a rock and a hard place. My two options are, "post nothing to Patreon," or, "post exclusive sneak previews...of things that are mere days from being public knowledge anyway." And, I don't like either of those two options!
I'm not prepared to offer any solutions or commit to any promises at this point in time, but I still felt that it was better to say something rather than just continue saying nothing.
Well, perhaps this is a good time to ask for your thoughts. I'd be interested in hearing your answer to this question:
You're welcome to share your answer - or just suggestions for alternative benefits that I could offer to patrons - in the comments below.If I post an "exclusive preview of upcoming content" on Patreon, and then it is revealed to the whole world just a few days later, would you feel like there was nothing exciting or valuable about that exclusive preview?
Thank you for continuing to have faith in me, and thank you for supporting the development of Yandere Simulator!
Jesus christ, just bundle another exe with the args or a shortcut with the args, why the fuck are you doing it this way. Its like he's deliberately trying to make sure its not a commonly used option so he doesn't have to deal with using it himself.In the .zip file for the latest build, you will find a .bat file named ForceD3D12.bat – if you run this, you will force Yandere Simulator to launch with Direct3D 12 instead of Direct3D 11. Why would you want to do this? Apparently, it improves the framerate on some graphics cards. Only try this if your graphics card is extremely recent – like, from the last 5 years.
“I’m not clicking a suspicious bat file!”
There's nothing wrong with a .bat file to run with launch argumentsJesus christ, just bundle another exe with the args or a shortcut with the args, why the fuck are you doing it this way. Its like he's deliberately trying to make sure its not a commonly used option so he doesn't have to deal with using it himself.
A tiny, easily readable .bat file: oh no a virus!There's nothing wrong with a .bat file to run with launch arguments
I was going to say his target audience (edgy 12-year-olds) would probably die of a heart attack if they saw a command prompt open up on their screensA tiny, easily readable .bat file: oh no a virus!
Oops! There were a couple of very noticeable bugs in the previous build, so I’m releasing a new update where those issues are fixed.
Now that I’ve made this post, the previous post has been moved down the page. What a shame! I was very proud of that post. Please go read it if you haven’t already.
To read a list of everything that got fixed in the latest build, scroll down past this phenomenal artwork by yoruhanarin:
https://x.com/yoruhanarin/status/1928721932070912141
Make sure to view it at full resolution; it’s so beautiful!! Check out more of yoruhanarin’s artwork here.
Improvements
- Updated the hair model of Student #44 in 1980s Mode.
- Tweaked Kokona’s hair texture.
Fixes
- If the player played the game at 1/8th texture resolution, the button prompts during the struggle minigame would be impossible to see. This oversight has been corrected.
- A new Vtuber was added to the game! Unfortunately, that Vtuber’s hair and accessory was inadvertently active in the intro cutscene. Oops! This bug has been fixed.
- One of the “type a word to activate an easter egg” easter eggs was active by default, instead of needing to be typed to appear. This bug has been fixed.
- Jokichi and Ryoba’s wedding photo was added to the Home scene, but not the Befriend/Betray cutscene. This oversight has been corrected.
- The changes I made to the game in the last update caused the kitten to stop meowing. Oops! This bug has been fixed.
- Because Amai’s hair was updated, the “Senpai talking to Amai” photo became outdated. This photo has been updated.
- Amai’s new hair model was not appearing in the Befriend/Betrayed cutscene. This oversight has been corrected.
- Umeji’s earrings were not textured properly. This oversight has been corrected.
Playable Supporter OC
To express gratitude to Yandere Simulator’s most generous supporters, I sometimes add their OCs to the game as playable characters activated by typing in hidden commands at school. Sometimes this is done as a private easter egg known only to the supporter, and sometimes the supporter is so excited about their OC being in the game that they want me to let everyone know. This is one of those situations!
The latest OC to be added to the game is named “CazTrap.” To give Ayano CazTrap’s clothing, simply type “CazTrap” while at school!
Honestly nothing should have VTubers in itDoes this game really need VTubers?
I mean, is not that bad of an idea if you are desperate for relevancy and retardbux. I'm honestly surprised he hasn't created a vTuber avatar of Ayano.Does this game really need VTubers?
He already made a vtuber model of his sex doll, I think that's enoughI mean, is not that bad of an idea if you are desperate for relevancy and retardbux. I'm honestly surprised he hasn't created a vTuber avatar of Ayano.
Ok having a sex doll is one thing but a vtuber one too? We may have advanced in technology but we can't have digital sex yet.He already made a vtuber model of his sex doll, I think that's enough
Yes, but:Do they really wear uniforms like this in Japanese schools?
Well at least he resized that it would be creepy and perfect for girls skirts to be short and they're underwear to be on display. Wait he encourages people to take underwear shits for info chan. It was creepy from the startYes, but:
1. it's mostly middle schools
2. they're coming out of fashion, most schools switched to other designs
3. most importantly: skirts are longer, they reach just above the knee
Not at the moment. If he keeps burying himself deeper and people will keep finding new embarrassing shit, then probably yes, because he wants to make money by being terminally online, meaning he will be delivering in the future.Do you think Cameron deserves his own thread
Not anymore,or is he just a Yandev orbiter
I archived the poll too: https://archive.ph/TdeSEFor a very long time, I have been consistently uploading new builds of Yandere Simulator on the 1st and 15th days of every month. However, sticking to this schedule has a downside:
If today is the 10th, and the next big addition to the game is something that I know will take 10 days to complete, I won’t bother working on that task, since I know that it won’t be possible to complete it before the 15th. I’ll postpone that task until the next update cycle, and in the meantime, I’ll work on smaller and simpler tasks that I know I can complete before the 15th. However, during the next update cycle, I might be extremely busy for the first 10 days of the month, resulting in the exact same situation as before. This can lead to big tasks being delayed again and again and again, leading to the appearance of no significant progress being made on the game.
From my perspective, it’s fine; those “small and simpler tasks” still need to get done, sooner or later. Unfortunately, this means that the majority of builds contain a bunch of small additions and quality-of-life improvements, rather than big, exciting, impressive new content. This can be pretty disappointing to players. (It’s also disappointing for me, too; when I work super hard for 2 weeks and then release a new build, it hurts to hear someone dismissively call it “a small update.”)
If I did not have to worry about uploading a new build on the 1st and 15th days of every month, then I would be free to focus on large, time-consuming tasks. The game would update less often, and would not stick to any sort of predictable update schedule, but – each update would be guaranteed to be something significant.
With that said, there are several obvious benefits to consistently updating the game on the same days every month:
So, what is ultimately the right course of action? Between these two options, which would you prefer?
- At regular intervals, you are given proof that the game is still being worked on. You never have to wonder, “Did YandereDev give up and abandon the game?” because every 2 weeks you can see fresh evidence that I’m still updating the game.
- Sticking to a consistent upload schedule means that the game is constantly receiving a steady stream of improvements; Yandere Sim becomes an ever-evolving, ever-expanding, ever-improving project.
- If there’s a serious bug in the game, you’ll never have to live with it for longer than 2 weeks, since there will always be a new bug-fixing build released within that span of time.
I’ve been thinking about this for a long time now. Last year, I polled the Discord community about this topic, and got these results:
- I always release new builds on the 1st and 15th of every month – but there will never be any guarantee that the next build will contain exciting new content.
- I only release a new build when there is exciting new content – but there will never be any guarantee how long you’ll have to wait for the next build to come out.
Only 25% of the community was in favor of sticking to “always release new builds twice a month”, and 75% of the community felt that I should “only release a build when there is exciting new content.”
Okay – there’s a pretty clear consensus there. But, that’s only one portion of the community. What about the rest of the community? What about the people who don’t participate in the Discord server, and only read my blog? What do they think?
I want to know your thoughts. So, I’ve created a poll:
https://poal.me/ep4top
Please vote on this poll, so I can see where you stand on the matter!
I still have just a little bit more to say about this subject, so click “Continue Reading” if you’re curious to hear more.
Please keep in mind that, although I will take the outcome of the poll into consideration when making decisions in the future, the poll is not 100% guaranteed to determine what I do from here on out. (I’ve stuck to this “1st and 15th” schedule for 11 years, and when something has been an aspect of your life for over a decade, it’s nearly impossible to consider abandoning it.)
I primarily just want to know one thing: if the 1st or 15th day of the month rolls around, and I say, “Sorry guys, no update today. The update wouldn’t contain any big new features, and I know you hate that, so I simply won’t upload anything today.” Would you think, “How stupid! Anything is better than nothing! Just upload a new build, regardless of how much progress you’ve made!” Or, would you think, “Good! I absolutely hate it when you upload a new build and there is no big new feature!”
As you might have already guessed, the entire reason why I’m making this post today is because I’m supposed to upload a new build in 6 hours, but it only contains 5 small improvements and 26 bug fixes. I don’t want to bother uploading it if you’re just going to feel disappointed and let down. If you all vote for, “I only want to see a new build if it contains awesome new content,” then I’m probably not going to bother uploading anything at all tonight, and the next time you see me will be after I’ve added something exciting and significant to the game.
I’m pretty sure that somebody is going to misinterpret the above paragraph and ask,
“So, over the past 2 weeks, you barely worked on the game at all?”
I guess I’d better pre-emptively respond to that.
Please remember what I said back on April 15th:
(Honestly, that segment of that post was one of the most important things I’ve ever written on this blog, and it genuinely should have been its own dedicated post, so that I could link to it all the time…)It’s not like I wake up in the morning and decide, “Ah! I will only work on very small features today!” Rather, if I deliver a “small update,” it’s because <em><strong>I was so busy with every other aspect of development</strong></em> that, at the end of each day, I had <em><strong>so little time left over</strong></em> that I was only capable of making small additions to the game during that two week period.
In the meantime, if you want to see proof that the game is still being worked on in the absence of new builds, you are welcome to visit my Patreon, where recently I’ve been uploading previews of upcoming content.