Hello! I’ve got a looooong blog post for you today, but I’d like to start off by showing you the star feature of the latest build. Check it out:
Every Sunday, Info-chan tells Ayano about her next rival. When I first released Amai, I recycled a lot of content from Osana’s week, including the “introducing the next rival” cutscene. However, as part of my effort to make Amai’s week feel less “cheap,” I’ve updated her week with a completely unique “introducing the next rival” cutscene.
At this point in time, I have not yet cast a voice actress for the role of Ayano. Several actresses have auditioned, but I have not yet decided who will get the role.
The animator who animated Ayano in this cutscene needed a voice recording in order to determine the correct timing for the animation, so I asked one of the actresses who auditioned for Ayano to record some lines for this cutscene. The voice you’re hearing in this cutscene isn’t necessarily guaranteed to be Ayano’s official voice moving forward, nor is this take guaranteed to be the final take.
It can sometimes be difficult to determine the correct way to characterize Ayano. Over the past 10 years (in two weeks, it’ll be 11 years…) we have not had many opportunities to learn what type of personality she would demonstrate outside of gameplay scenarios. Whenever she is not pretending to be a normal girl, is she just an apathetic, cold, empty, emotionless, soulless robot who sits in darkness and stares at a wall while thinking about Senpai? There have been times in the past when she might have given you that impression, but I’d like to believe that there is a little bit more to her than that.
The reason why Ayano is cooking in this scene is because she is trying to embody the traits of the last rival who she eliminated. Amai was a cook, and would have cooked delicious meals for Senpai – so Ayano is improving her own cooking ability in order to “replace” what she has taken away from Senpai. Because the only motivation for this action is Senpai, I believe it’s consistent with her past characterization.
Ideally, each week’s “Introducing the next rival” cutscene will feature Ayano attempting to emulate her most recently eliminated rival. After eliminating Asu, we’ll see Ayano exercising – etc.
I’ve got a lot more to say about the latest build, including an update about the Android port. To learn everything I have to say, click Continue Reading!
The last time I mentioned the Android build, I described file size limitations as my biggest obstacle. It turns out that I was actually completely wrong about that. I’ll explain.
Using Unity 2020, I tried to export an Android build. I kept getting error messages that I could not understand or interpret. (I did the obvious thing and Googled the error messages, but there was no helpful information about these errors online.)
While searching for a solution, I tried every option available to me. Eeventually, I tried “splitting the application binary.” Instead of exporting the game as one massive APK file, I exported an APK file + an OBB file. When I did this, I stopped getting the errors, and I was able to load into the first scene of the game.
Because the errors ceased once I exported the game using the APK+OBB method, I presumed that the errors I had encountered were due to APK file size. I presumed that my only option was to use the APK+OBB method going forward. So, when I upgraded to Unity 6, I continued to use the APK+OBB method, because I thought it was mandatory. I thought that I didn’t have a choice.
However, I was wrong! It wasn’t mandatory! I’ve discovered that, when using Unity 6, I can simply make an APK without getting any errors. I don’t have to rely on the APK+OBB method while using Unity 6. (In case you’re curious, the Yandere Simulator APK is currently 3.5 gigabytes.)
As a result of this breakthrough, I was able to resume making progress on the Android build! The first problem I encountered was that the controls were scrambled; up was down, left was right, A was B, X was Y. Human sacrifice, dogs and cats living together, mass hysteria.
Troubleshooting that type of problem isn’t difficult, it’s just time-consuming. You see, it takes 18 minutes to make an Android build, which means that every time I want to test out a potential fix for a bug, I have to wait 18 minutes for Unity to spit out a build. Those kind of looooong wait times are pretty discouraging and demotivating…
“Why don’t you just export builds that only contain only 1 or 2 small scenes? Then you can test Android builds faster.”
Yeah, I came to that conclusion pretty much immediately. By exporting just a couple of small scenes for testing purposes, I was able to shave the compile time down to only 6 minutes! And, after a lot of troubleshooting, I was finally able to fix the scrambled controls (and some bugs related to shaders that are incompatible with Android)! But, the next thing I have to test and troubleshoot are more important aspects of the game, like the Calendar>Home>School>Home loop…so, the 18-minute compile times are no longer avoidable.
With that said, the process of porting the game to Android is actually going much smoother than I expected it to! I am able to reach the title screen, make a new save file, customize Senpai, watch the whole intro cutscene, talk with Info-chan, run around Ayano’s home, run around the street, go to school, and even play Magical Girl Pretty Miyuki in Ayano’s bedroom!
At this point in time, there is only one significant problem that I need to solve: Yandere Simulator spawns students by reading a “JSON” file in the StreamingAssets directory. On Android, the game’s files are contained within an APK, so when the game tries to look for the StreamingAssets directory, it fails. Obviously, there are solutions for that – but I’m not sure how time-consuming it’ll be to re-configure the StreamingAssets system to become compatible with Android. It’ll be new territory for me…but, I’ll manage.
There is also one potential future problem: If I play the game with maximum quality textures, it crashes when loading into the school. However, if I play the game at “1/8th resolution textures”, I can enter the school environment just fine. This leads me to the conclusion that it’s impossible to load into the school environment on an Android device with less than 8GB of RAM. It’s possible that the Android build will only be playable on devices with at least 8 GB of RAM.
With that said…I’m aware that there’s a very long list of famous games that used extremely clever data compression techniques to shrink an insane amount of data down to a very small file size. (Ocarina of Time was only 32 megabytes! Super Mario 64 was only 8 megabytes!! DOOM was only 2 megabytes!!!) So, it might be possible for me to reduce RAM by using some compression sorcery…but, I don’t want to make any promises before I’ve had time to fully investigate the process.
So, in case you’re curious what the current state of the Android port is, the answer is that I’ve successfully exported a playable build, but I have to solve a couple of technical issues before it’s ready for release. When I do finally make a Yandere Simulator APK that is on par with the PC version, I’ll record a video of it and upload it to my Yandere Archive channel.
Some keyboards use a different letter layout than others. Some keyboards use the QWERTY layout, while others use the AZERTY layout – that layout is optimized for other languages, such as French.
If you’re playing Yandere Simulator with a keyboard and a mouse (as opposed to using a controller) you move with the WASD keys. On a AZERTY keyboard, some of those keys are in a completely different place than they are on a QWERTY keyboard.
The previous version of Unity that I was using – Unity 2020 – didn’t care if the player was using a QWERTY or AZERTY keyboard; for example, Unity always interpreted the key to the right of the Tab key as “Q”, regardless of whether the player was using QWERTY or AZERTY.
However, when players with AZERTY keyboards tested out the latest Yandere Simulator build, they discovered that the game was now interpreting all of their keyboard input by the letter they were pressing, rather than the physical location that the key would be positioned at on a QWERTY keyboard.
I went looking through Unity for a setting / toggle / option that would let me to force Unity to interpret keyboard input by physical key location rather than by letter. I believe I found the necessary checkbox and ticked it. This new build might cooperate with AZERTY keyboards, but I don’t have a way of testing or confirming this, since I don’t own such a keyboard.
If you test the current build and you discover that it’s not compatible with AZERTY keyboards, let me know and I’ll continue troubleshooting the issue. But, in the meantime…
I’m sure that a lot of gamers have run into this problem with other games in the past, and that workarounds exist to force your computer to interpret your AZERTY keyboard as a QWERTY keyboard, etc. If you use a AZERTY keyboard, I recommend going to Google and looking for a way to instruct your computer to interpret your keyboard differently when you’re playing Yandere Sim.
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