May Preview #3 and Delay Explanation

I’ve found myself in an interesting situation that doesn’t normally occur. This situation is causing a delay in the next build, so I’m going to explain what’s happening.

The next elimination method involves a set of steps. I’m going to be super-vague about these steps so that I don’t “spoil” the surprise. The player must…

  1. Perform a task for a certain student.
  2. Have an important conversation with someone.
  3. Perform a task for a different student.
  4. Perform a kidnapping.
  5. Utilize a new gameplay mechanic in your basement.
  6. Have a text message conversation with someone.
  7. Watch an interactive cut-scene where the player is presented with an important choice.

6 of those 7 steps have already been implemented; a new character, two new tasks, and two conversations are already in the build. The only thing that remains is the interactive cut-scene.

This cut-scene is relatively simple in nature; it doesn’t involve much action. The primary purpose of this cut-scene is to present an opportunity to the player, and allow the player to chose the outcome of a situation (and thus decide the fate of a character). Because of the simple nature of this cut-scene, I thought that I could quickly animate it myself within the span of a day. I quickly realized several things:

  1. I severely underestimated how long it would take me to animate the cut-scene. I have animation experience, but if I tried to animate this scene myself, it would take me an unacceptably long amount of time.
  2. By adding up the voiced lines for this cut-scene, I can estimate how long the final scene will be…and it has turned out to be a whopping 3 minutes long!
  3. This cut-scene focuses on the emotions of the characters who are involved. If we’re going to be watching characters interact with one another for 3 minutes, I want to make sure that the characters’ body language and facial expressions are good enough to keep the audience interested and entertained for at least that long.
  4. Up until now, I’ve decided to completely ignore lip movement when characters are talking. However, 3 minutes long is way too long to stare at characters who are not moving their mouths, so this scene absolutely needs lip-sync.
  5. This is the first real cut-scene that is being added to the game, so if the quality of the cut-scene is low, it will leave a very bad impression on people, and cast doubt onto the rest of the production.

After considering all of the above factors, I realized that I can’t just quickly throw this cut-scene together myself; I should leave this task to a skilled animator.

Out of every volunteer I’ve worked with, there are only two who I would trust with a 3-minute emotionally-charged interactive cut-scene as important as this one. I’ve approached both of them about this scene. Both volunteers have informed me of the days they would be available to help out, and given me a time estimate for when the scene would be completed. In both cases, the cut-scene would be ready shortly before June 1st.

Deciding which volunteer to give the task to is a very difficult choice. I don’t have a magical crystal ball, so I can’t look into the future and learn which volunteer would do a better job, which volunteer would run into delays, or which volunteer would be unable to complete the task due to circumstances outside of their control. It would be nice to give the task to both volunteers simultaneously in order to feel like I have some kind of “insurance” that at least one of the volunteers will complete the task – but if both volunteers finish the task successfully, it will mean that one of them produced redundant work, and that would make me feel absolutely terrible!

For the time being, I’m going to let both volunteers animate the first 15 seconds of the cut-scene, and then I’ll reach a decision about how we should proceed.

So, what potential solutions exist for this scenario? In the past, whenever I was missing an animation for a cut-scene, I’d cut to a black screen with pink text. However, there’s absolutely no way I’m doing that this time around, especially for 3 minutes straight, and when there is interactivity during the cut-scene.

Another idea is to completely change the nature of the cut-scene; I could shorten it drastically, but I’d really, really prefer not to do that, since the events of the cut-scene are the player’s reward for following the steps leading up to the cut-scene, so shortening the scene would be robbing the player of gratification for their actions.

If I’m really determined to show a cut-scene, but don’t want to delay the build while a 3D animator creates the cut-scene, then I could try to find a much more simple way to present the cut-scene to the player. For example, I could display a storyboard; in other words, I could display a slideshow of images that tell a story as the voice actors speak in the background. For the sake of a demo / debug build, the artwork wouldn’t have to be super-polished illustrations that take entire days to create. Something like this would be perfect!

My final option is to decide “Wow, this cut-scene was a terrible idea,” scrap it, and do something much more simple. However, I would really hate to do that, because I think that this cut-scene will be worth the time and effort required to make it happen.

I don’t want to imply that this cut-scene is the most important aspect of the game, but it’s something that I want to happen as part of this elimination method. Yandere Simulator is a game about giving the player the choice to eliminate their rival any way they choose; with stealth, with violence, with kidnapping, with gossip, with expulsion…or even with emotion, as you’ll find out in the next build.

Of course, while I’m waiting for the volunteer to finish the cut-scene, I’m not just going to be sitting on my hands; this provides me with the opportunity to work on some of the game’s other features while I’m waiting on the volunteers. I can think of a bunch of things to add to the game that would take a day or less…

  1. Give teachers a daily routine / schedule.
  2. Allow the player to win a struggle against teachers.
  3. Update severely outdated sections of the game’s interface.
  4. Add the “Custom Soundtrack” feature to Yandere-chan’s phone.
  5. Add the “drop something heavy onto a girl from above” elimination method.
  6. Give Yandere-chan the ability to bury corpses in the Gardening Club’s garden.
  7. Replace some of the game’s less-impressive animations with superior animations that volunteers have already created for me.

In other words, when this build does come out, it’s going to be a Super Build that contains more content than the average build.

If there’s anything I learned over the course of 3 years working at a video game company and 2 years working on Yandere Simulator, it’s that game development is extremely unpredictable, and weird roadblocks unexpectedly pop up all the time. Honestly, it’s sort of a miracle that this type of situation hasn’t occurred more frequently over the course of this game’s development.

I promised to post a screenshot of an upcoming feature once a day until I finally upload a new build, so here’s today’s screenshot:

Oh, my! Whose house is that? And who are those two young ladies sitting down for a chat? Is it a friendly chat, or is it quite the opposite? Hopefully you won’t have to wait past June 1st to find out…

If this blog post looks way too long for you to read, and you just want a quick summary, here are the three main bullet points:

  • The next update is 99% ready, but that last 1% is something that I can’t do myself. I have to leave it up to someone else, and I have no control over how long it will take them, so I have no way to tell you when the next build will be ready.
  • While I’m waiting on a volunteer to give me the last thing I need, I’m going to work on implementing other features that I’ve been dying to implement for a really long time.
  • Just because you’re not seeing a new build, it doesn’t mean that development is proceeding at a slower pace than it previously was; the pace of development is the same as always, and I’m still adding new things to the game every day, but this build can’t come out until I have the “final puzzle piece” that I need.

As always, thank you for following the development of Yandere Simulator!

379 thoughts on “May Preview #3 and Delay Explanation

    • Nah, I think that’s Yan-Chan’s house. Compare the colour scheme of her room and this house. Plus, I can’t imagine them having a conversation with Kokona-Chan’s drunk dad.

    • It’s the result of hype. Even more typos if you’re hyped and are trying to seem calm. I almost spelled ‘typos’ as ‘tyos’ and ‘spelled’ as ‘speelled’. I did it just now, too.

  1. I absolutely love Yandere Simulator and the way you’re going on about the next build! It’s a really great idea to have preview screenshots everyday before the build comes out cause I’m always so hyped to see them as soon as I get home and I bet other people are too. This sounds so exciting I can’t wait \(^-^)/

  2. I’m so excited for the next build! I guess the updates are going to start being further apart considering the amount of complexity that is going into the game. People shouldn’t mind though cause in the end this is going to be such a damn challenging cool game. Can’t wait for the kickstarter so I can throw my money at Yanderedev kya~~

  3. I literally just screamed because I’m so excited for the next build. You’re getting me so hyped up for this, thank you and I love you and this game so much. Even though it’s not really a game yet. AHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  4. Kuuuuuuuuu!!!!!!! So exited!!!!!! UWAAAAAAAA!!!!!!!

    (Excuse strange typing, this is the only way I can express myself X3)

    UMAMAMAMAMAMMA

    YEEEEEEEEEEEEEEEEE!!!!!!!!

    URGANSMURGANUPAPAPAMAMAMUIUUIUIUIUIUIUIYOYOYOYOYOYOYOYOYWAAAAAAAAAAAAAA!!!!

    Thank you Yandere Dev, for being so awesome!!!!!

  5. ‘Give Yandere-chan the ability to bury corpses in the Gardening Club’s garden’

    It would be cool to have a gardening competition and you can use body parts as a fertiliser.

  6. i was wondering about burying corpses but as it is in the next-build maybe i am happy and will continue to play / bug test it as the number of bugs is fewer and the ones still in it that are visual bugs are harder to repeat and describe.
    Getting harder to find and duplicate is a good thing and means less bugs for the future demo that i hope will be out inside 3~4 years.

  7. If the focus of the next update is “emotion”, why would lip-syncing cause a problem? To focus on lip-synching seems to be extraneous and a frivolous waste of time.
    Lip movement has nothing to do with reading emotions of people. Emotion reading comes more from the body language and the reading of “microexpressions” (the movement of parts of the eyes, level of lift of the eyebrows, tilts of the head, and placements of the points of the mouth). Yanderedev has shown in the cut scenes he has put in the game already that he can express emotion without lip-syncing. In the “heart-broken” endings, you can tell the fear in Senpai’s and Yan-chan’s faces and gestures (the contracting on Yan-chan’s eyes are a lovely touch, by the way). They could be more exaggerated, but get the idea across. If the cut-scenes already in the game are close to what they will be (which might not be the case) having this new cut scene being overly lip based will be jarring.
    If there was a need for Yan-chan to tell what someone is saying from a distance (like if she could watch Kokona or another rival/student through her cellphone viewer and read their lips to tell a dark secret) I would understand lip-syncing being an important element for gameplay. But, as of now, the only ways to get such knowledge is to hide and overhear it or get it from Info-chan. You also get subtitles, eliminating the need to read lips. You can obviously tell what people are saying. It may not be realistic, but it is a game.
    I can understand why Yanderedev is worried that people will get bored without lip-syncing for long spans of time, but there is a medium that can capture the attention of audiences for hours which Yanaderedev alluded to in game already. Two of the masks in the Drama Club are references to Noh masks (the demon and the white “ghostly” woman masks). In Noh Theater the main and secondary actors wear masks and thick costumes, using minimalistic but brilliant movements of the body and mask to create powerful emotions. Joy can be shown with just a tilting of the masked face up and sorrow with a tilt down!
    The expressiveness of the non-expressive mask could be a neat metaphor in the game given the themes of the game. Yanderedev has mentioned before that he made elements of the game’s design reflect the nature of a yandere and by extension Yan-chan; darkness hidden by light, a mask of normality hiding uncaring unemotional. Since Yan-chan only just noticed and cared about emotions, it would make sense if she focuses more on the basics of telling emotion of others.
    (I hope this is not to long of a rant, but I can’t help analyzing things and hoped I could point out something to make Yanderedev’s work hopefully easier… I don’t know his plans or if he reads the comments here…)

    • Yandere Dev feels that lip sync is an important part of the cut scene mainly, because it’s a three minute long cut scene, and you don’t want to just look at a two people without moving faces. This is also the first cut scene that will be added to Yandere Simulator, and Yandere Dev doesn’t want the game to lose support or gain a negative reputation because of the cut scene’s lack of function. Look at any cut scene you would find in a successfully made game, Uncharted 4 for example, the cut scene’s have lip sync, smooth animations, facial expressions, etc. This is the kid of thing that is normally expected in a game, and all that Yandere Dev is doing is meeting the criteria. Plus, you want to keep the player’s interest during the cut scene, and not make it seem as though the cut scene is something that seems like a movie.

      • OuO Oh, good! I was hoping I would get responses! Here comes the big rant!
        You act like how games are made now are the only way games can be made and judged as! I can understand that with all modern Triple A games, like your example of Uncharted 4, it seems that is the only games that “make it”. But, before technology advanced, games on consoles and computers still succeeded without lip movements and highly realistic rendering. They carried emotion and story through tonal acting and body language! (Something Yanadere Simulator already has in its demo stages…)
        How about the original Silent Hill made in 1999? It was made before the letter system was used. Are you saying that was not successfully made? If you rate success by copies sold and reviews (according to the Wiki), I am sure you will be impressed by the over two million copies sold and the high rankings from publications like Game Pro (4.5/5), IGN(9/10), PSM (a 10/10!), and Game Revolution (b+). But, I like to rate a game on how the story is presented through the characters.
        There are beautiful shoots of characters when they are introduced where they have facial movements, which in modern games would flow into lip-syncing. But here, once the characters start to talk to each other it shifts into a style similar to the gameplay, low-ploy with subtitles and no mouth-flapping to be seen! And it works! The game play flows into cut scenes unless something new is shown. I like that a lot. You don’t have important information cluttered by unneeded movements.( Actually, the only “pretty cut scene” in this game that has anything close to what looks like talking lips is after the credits and seems more like a blooper reel cast call.)
        There is also Metal Gear Solid from 1998. It has shipped over six million copies, was awarded the “Excellence Award for Interactive Art” by the Japan Media Arts Festival, has its lowest ranking as a 8.5/10 by Gamespot, and was called “closer to perfection than any other game in Playstation’s action genre” and “beautiful, engrossing, and innovative…” by IGN. Pretty impressive for a game that uses what might be seen as low-ploy animation that is used in the gameplay for all 3d cut scenes and only has moving mouths in its 2d face shot cut scenes. Before you say it is just impressive for its time, it has been ranked best game in multiple publications and years, been listed in the Guinness World Records twice, and has been part of an exhibit in the Smithsonian American Art Museum! That and lending a hand in the solidifying of the stealth game genre (which I am sure I don’t have to remind you is what Yandere Sim is…) makes it successful to say the least.
        Besides interrogating gameplay styled animation into its cinematic sequences, Metal Gear Solid has something that maybe useful in the situation Yanderedev faces with his three minute interactive cut scene; super long cut scenes! The Metal Gear Solid is famous for its long spends of non-game play, with its four instalment holding the world record for 27 mins! Metal Gear Solid is no exception. I can’t tell you what the longest cut scene in the game is, but I counted the first three that had 3d modeling coming in (in order and with no regard to spoilers) as 7min (when you meet and lose Donald Anderson but gain a keycard), 1:30 (when you stare at Meryl’s butt), and a whooping 10:13 (when you meet Otacon :D)! While during all of these the player does not get any ability to change the action or gets to watch lips flap, what they do get is a cinematic show with mixed media! About every ½ min to minute (sometimes more or less) the visuals shift from the 3d characters, a cinematic shot around said characters, a new character, images of either metal gear/explosions/ or anime robots, or the 2d head shots of the Codec. All of these style of shots have full and well done voice acting. The codec moments give focus to the power of the voice acting and dialogue and the images act as both exposition and insight into the thoughts of the characters and backstories. The 3d shots are full of gestures to add to characterization (which realizes on bring out hidden emotions of characters). During the 10:30min cut scene. Snake reaches out to touch Otacon and asks if the latter is okay. Otacon understandably questions this since Snake has acted more as a tough solider rather than someone who cares for someone he just meet. Snake retracts then in an awkward manner. This interaction and simple gesture show more of Solid Snake’s hidden depth as more than just a harden solider, he is a harden solider that feels weird expressing emotion but still can feel them. Though, it is likely more than that to the motion it is wonderful to see such touches in such “low-quality” animation.
        Though this method may not work for Yandere Sim (it might, only Yanderedev knows) it gives an interesting possibilities. The preview we have up top could easily translate into one of many dramatic cinematic sweeps of the camera around the characters, the fact that we have a camera from the last preview could be a cut to show the video recorded, and with a focus on body/ facial language (which I called Microexpression in my last response, which HAS NOTHING TO DO WITH LIP MOVEMENT/SYNCING besides if a mouth is open or the corners are up/down) as well as the spoken language the lip movements can be missing but not be missed.
        And for a successful modern game that have cinematic cut scenes? I have one for you that is ALL interactive cut scenes if you squint! Have you heard of “Heavy Rain”? The one that was called “freshest, most exciting…” by Tim Clark, has a 9/10 from IGN, a 7/10 from Edge, and sold 219,300 units in a month in just the North American Region in February 2010? The one that is a beautiful, emotional story that has multiple endings, functions on quick time events, and has both its gameplay and rare non playable cut scenes fully animated with lip syncing? Yeah, that one. Have you seen the “Heavy Rain” Shaun glitch? It is almost the most famous glitch it has! If not, you should. It is so funny and shows how cinematic quick time events and cut scene lip syncing can fail!
        I guess what I am trying to get at and did not make clear earlier is that having games with lip-flaps/syncing TO ME seems pointless in this game for a short interactive cut scene. It can work for some games but has its flaws. It is a modern construct from the triple A mindset of games that can detract from the game’s feel if it fails. If you want a game to feel like you a watching a movie from start to finish it is worth the risk, but even good flowing games can fall into lipitations… limitations.

      • Holy shit, that’s a lot of words. But, you’re right, all the games you mentioned were made well, for their time. I guess, now that technology’s advanced and all, this is the norm. for games that hold 3D platform models. Indie games don’t have to follow rules, nor do clip art/sprite games. I think personally, that the way the cut scenes are presented now are perfect, honestly I prefer them like they are, but unfortunately I have no control over that. Lip sync does fail 1/10 times, and is honestly either crappy or amusing such as the Shaun glitch, which is pretty damn famous. But anyway, I see your point, it totally makes sense. I agree with that somewhat as well.

    • I’d rather have lip syncing it adds so much more to the game IMO. I think eyes and the mouth movement are 2 biggest ways to display emotions in a game. Body language always comes across as stiff in games.

  8. Oh my god YandereDev! I am so going to love this new build! This picture is making me excited and I can’t wait to see what you do in that house! I wonder what will happen in that house..

  9. am i the only one who thinks this might be the cupid elimination method? like, you kidnap someone and get someone to save their damsel in distress to help them recognize their love or something?

  10. This is going to be the betrayal method, to become friends with Kokona, and then later destroy her emotionally, dear lord the idea of a super build is much more satisfying than a small interim build

  11. Yandere-Dev, I know you may not read this, but I fully support getting this cutscene made well, but letting us wait for it. Good things take time to be created, and (even though some may not know it) I’m pretty sure all of would rather a quality scene that takes a little while rather than some half-baked scheme. Please, take all the time you need to give us the expected product.

    We can’t wait to see what you have to unveil for us later this month!

  12. Slow clap for the hype train, this is definitely something I’m looking forward to. I won’t make a big fuss if it does turn out that the build won’t be ready on time, that cutscene is going to be so worth it.

  13. I woke at 8:29 AM in 19th May (IST Zone, India), brush my teeth, turned my laptop on and checked the blog. I’m gonna check the blog and the comment section constantly.

  14. Love you Yandere Dev! You’re doing an amazing work. I excited to play that super update. I don’t think taking 15 days more is bad, I prefer a super update than the small ones. Excited to play. You’re making me reslly curious.

  15. The storyboard idea sounds like a good placeholder for now to be honest. Of course, I don’t mind if you skip this release entirely and do a super build next month. I haven’t been downloading the interim builds anyway, so it won’t affect me, I don’t mind waiting.

  16. At first I thought it was acid but reading other comments, fire does seem to make more sense, plus she seems to be carrying something when it happens, like getting a cake out of an oven or something like that. I’m guessing one of the future elimination methods will involve an “accident” happening toa member of the cooking club.

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