Got a big update for you today, with a long backstory behind it! This is going to be a pretty long post, so I’ll put most of it behind a “Continue Reading” link.
To see the rest of the post, scroll down past this badass illustration of Budo by Keimoneuwu!
Click “Continue Reading” to see the rest of the post – along with another illustration by Keimoneuwu!
For a long time – probably since 2014 – I’ve had a text file sitting on my desktop with a big checklist of incomplete tasks and missing features that needed to go into the game before it could be considered complete. A lot of these tasks and features were long overdue, but I decided not to begin working on that checklist until after Osana was complete.
After I released Osana, I wanted to collect players’ feedback and improve the demo. After improving the demo, I wanted to make a bunch of videos about all of the ways that the demo had changed. After that, I wanted to fix some more of the game’s flaws. After that, I wanted to make improvements to Raibaru. And after that, I wanted to make a video talking in depth about the game’s history, and my personal game design philosophy.
It was just one thing after another! It felt like I was never going to find a good opportunity to finally turn my attention to that big text file that had been waiting patiently on my desktop for years…but, at long last, the time has come! The past couple of weeks were all about making a series of long-overdue changes and additions to the game. Basically, wrapping up every last loose end before I finally turn my attention to putting 10 rivals in the game!
You might have noticed that, at some point in time, I put the words “REVISION B” on the title screen. That was to mark the moment that I considered the demo to have made a significant step forward, like moving from “A” to “B”. As of this build, I feel that the demo has changed enough to have taken another step forward, so I’ve updated the title screen to say “REVISION C”!
However, it’s worth mentioning that one of the additions I’ve made to the game in this build is probably going to be completely unexpected. Depending on how you feel about it, you might say, “Huh? What? Why did he add this to the game? Did the game really need to have this? Didn’t he say a long time ago that he wasn’t going to put this feature in the game? What was he thinking?!” So, I’ll take a moment to provide an explanation…
In 2016, I implemented the Befriend/Betray elimination method into Yandere Sim. However, it was mostly just a bunch of cutscenes, with very little actual gameplay. To make the method more interactive, I proposed a new idea: Sometimes, helping a rival might involve beating up a bunch of people for her. This would require adding a beat-em-up combat system to the game.
When I initially suggested this idea, the proposal was met with a very negative reaction. A lot of people thought that the idea of a schoolgirl beating up a bunch of grown men was just way too outlandish. After seeing so much negative feedback, I announced that I would abandon the idea of putting a beat-em-up combat system into the game.
In a video that I released in December of 2020, I mentioned the rejected beat-em-up proposal, and I actually saw a lot of enthusiasm for the idea in the comments! Many people seemed to think that it sounded like a very cool idea! To be honest, ever since 2016, I’ve never been able to stop thinking about the concept, or coming up with potential reasons for Yandere-chan to engage in a brawl.
One of Yandere Simulator’s rivals will have a storyline that involves a very strong emphasis on combat; her violent history, her physical prowess, her ongoing conflict with a group of dangerous individuals, etc. Yandere Simulator’s current combat system just isn’t appropriate for fighting against this rival, or for participating in her conflict, either.
To do this rival justice, the game would need a completely different type of combat system; one that would only be used in certain outside-of-school situations. Also, my upcoming plan to “put 10 rivals into the game in a timely fashion” involves a feature that would require the use of new combat mechanics. So, with all of these factors in mind, I set aside a few days to put something new into the game:
That’s right; it’s a beat-em-up combat system!
If it seems underwhelming, don’t worry. This is only “version 1”; basically just a prototype. I simply wanted to set down the framework; movement, camera, win/loss criteria, etc. It can be polished and refined in the future. However, I feel that this is a good starting point. I feel proud of it, considering how quickly it went into the game!
(Obviously, as someone who has been playing video games for over 25 years, I know that there is still a lot of room for improvement here. However, due to a lack of animations, I’m very limited in what I can do with the gameplay at this point in time.)
(To truly make the gameplay shine, I’d need assistance from an animator to give Yandere-chan a wider variety of attacks and techniques. However, if an animator volunteered to help me out, there are honestly a few other things that would be higher in priority than requesting new beat-em-up animations. So, it might be a while before you’ll see this new combat system get a significant update.)
There are a few traditional beat-em-up mechanics here, such as a meter that you can build up in order to unleash a devastating attack…but, don’t expect Yandere-chan to shoot fireballs out of her hands, or anything crazy like that. Even if some of her special attacks might be a bit flashy, this mode will remain grounded in reality.
To activate the new beat-em-up combat system, you’ll have to meet the criteria for joining the delinquents, then talk to their leader and select “Practice” from the dialogue wheel. You remember the criteria for joining the delinquents, right? Just in case you’ve forgotten, I’ll write it out for you:
(Remember that you have to attend class in order to make your reputation update. Word of your reputation doesn’t spread until after classtime.)
(Oh, yeah, and one more thing – Yandere Simulator is meant to be played on controller, and I have a feeling that the beat-em-up minigame might be especially uncomfortable to play using a keyboard. Please, play this game with a controller!)
Okay! That’s pretty much everything I wanted to say about this build! Next, I’ll share the complete list of everything that was added or changed in this update:
New Features
Psychology Stat Functionality
Up until now, the “Psychology” stat didn’t actually do anything. As of now, it finally has a purpose – multiple purposes, in fact! From now on, leveling up the Psychology stat will:
Bug Fixes
Audio Updates
It might not sound like something very important, but actually, audio is a huge part of the overall experience of playing a video game. Previously, many aspects of Yandere Simulator were actually completely lacking any type of sound effect, which really dragged down the production value of the game! In this build, I’ve added sound effects to many features that were previously completely silent. There are still a lot of features that still need sound effects, but this is a good start.
What’s Next?
With this build, I’ve accomplished about 99% of the tasks that I wanted to complete before I switch my focus entirely to the “put 10 rivals into the game into a timely fashion” goal that I mentioned at the end of my most recent video. There are still one or two little things I may decide to put into the game over the next few days, so you might see another build really soon…but, either way, this means that this build, or the next build, will probably be the last build of the game that contains less than 10 rivals! How exciting!
Thank you for your patience, and thank you for following the development of Yandere Simulator!
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