May 6th 8:40 PM Update: Whoops! There was a bug that made dead bodies pop out of lockers in the Alphabet Killer Challenge, if the player loaded a save file during the challenge. I’ve released a new build where this bug is fixed. Now the save/load feature can actually help during the Alphabet Killer Challenge.
To discover the meaning behind the ominous title of this blog post, scroll down past this absolutely gorgeous illustration by Kenishman!
He’s got a few other beautiful drawings in his gallery, so be sure to check them out!
This is an especially lengthy blog post with some pretty big news; click Continue Reading to see the whole thing!
Partial Saving/Loading Functionality
When playing the Hitman games, I rely heavily on the ability to save and load in the middle of gameplay – a core gameplay mechanic that Yandere Simulator has been missing this entire time. In December of 2018, a very rudimentary saving/loading system was put into the game as a test. It was pretty broken, but implementing it was a worthwhile experience, because it taught me what I would have to consider when ultimately designing the game’s final saving/loading system.
If I say, “The problem is figuring out a way to serialize and deserialize an array of references at runtime,” and you don’t have a clue what I’m talking about, I don’t blame you. Fortunately, there are people who do understand exactly what that means – and they also how to help me find a solution, too! Thanks to the tools and assistance provided to me by the incredible Abcight, I’ve been able to make some outstanding progress towards implementing a proper saving/loading system over the past few days!
It is now possible to save and load in the middle of school gameplay, and expect the game to create a fairly accurate reproduction of the school scene at the time that you saved. First of all, you’ve got the basics:
But that’s not all; there’s also a lot of other miscellaneous data that is being tracked…but the feature isn’t 100% finished yet, so you might see some strange things happen when saving/loading. For example, the game isn’t tracking the existence of blood pools or bloody footprints, so loading a save will cause all blood in the school to disappear. That’s a pretty significant exploit! I’m sure that some players will take advantage of it, before I fix it!
I tested Saving/Loading in dozens of scenarios and fixed every game-breaking bug I could find, but there are still some scenarios that I haven’t tested yet. For example, I haven’t tested what happens if you save and load while holding a large, non-concealable weapon like a baseball bat. Maybe it results in Yandere-chan getting permanently stuck in a state where she is holding an invisible weapon that she can’t put away or attack with. I honestly don’t know! If you encounter strange bugs while trying to use the Save/Load feature, consider only saving with Yandere-chan in the most “basic” state possible, to reduce the chances that something will go wrong.
Even though the saving/loading feature is only partially functional right now, I gained a lot of valuable experience and knowledge while hooking up the things described above. As a result of this progress, it’s very likely that the Osana demo will ship with a mostly-functional save/load feature! Exciting stuff!!
Genocide Ending
Are you familiar with Far Cry 4? At the beginning of the game, the villain captures you and takes you to his mansion. He asks you to sit at a table and eat some food, then leaves the room. As soon as he is gone, you are able to escape, thus beginning your adventure…but, if you actually obey his orders and remain at the table for 15 minutes, you get a secret ending!
That’s the sort of thing that I want to include in my games; features that make the player say, “Whoa, the developer actually thought of that? Wow! I didn’t think there would actually be an outcome for that decision!” For a long time, I’ve wanted to include something special in Yandere Simulator: an option to rush the story to a conclusion if the player successfully completes a very difficult task at the start of the game. The first time I ever mentioned it was around 5 years ago…and, as of today, it is now possible to trigger an “ending” by accomplishing a very specific goal!
So, what exactly is the criteria for this “ending”? I’ll give you a few clues:
1. Senpai must remain inside of the school.
2. The task must be completed over the course of a single day – the first day of gameplay.
3. It will not trigger if easter eggs are activated, or if the “Z” debug command is used.
4. It’s called the “Genocide Ending” for a reason.
Upon completing the task, the game will fade to black. Here is where I’d like to put a cutscene, but for now, it’s just a black screen with voice acting. When the characters are done speaking, you’ll get to see a brief cutscene revealing the outcome of your actions.
In case you think it sounds tedious and frustrating, keep in mind that it’s WAY easier when you utilize the new Saving/Loading feature to record/restore your progress. Good luck, but save often and keep multiple saves so that you can revert back to an earlier save if the game glitches out!
Fixes, Changes, Additions
If you are experiencing a low framerate, you have the option of entering the Settings menu and using the “Disable Distant Animations” feature to instruct characters to stop animating when they are a certain distance away from the camera. Disabling animations will cause the game to do less calculations, which should improve the performance of the game. If you are seeing characters slide across the ground without animation, and you don’t understand why, it’s because you enabled the “Disable Distant Animations” feature. If you don’t want to see characters slide around anymore, enter the Settings menu and disable that feature.
On a side note, if you experience a low framerate when looking in the direction of the school plaza, I suggest entering the Settings menu and disabling “Transparent Windows”.
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