A Proposal For A New Feature

I don’t consider big new features for Yandere Simulator very often. Each big new feature means 2~4 weeks of writing code, in addition to all of the time that will be spent fixing whatever bugs are discovered. However, it’s actually a bit inaccurate to call this a “new” feature, since I’ve been planning to include it in the game for quite some time; if you want proof, just talk to Budo Matsuda and ask him to explain the purpose of the Martial Arts Club.

What exactly am I talking about? This video will spell it out for you:

Because Yandere Simulator is intended to be a stealth game, it’s not really the sort of game that you would expect to contain a beat-em-up combat system. Killing people in Yandere Simulator is meant to be a one-button affair, with the character’s current level of sanity affecting the length of the attack animations. However, I still believe that, even in a game like Yandere Simulator, there are situations that call for non-lethal violence.

The delinquents are the biggest reason to include a non-lethal combat system. Fighting a delinquent should feel different than fighting a normal student, or else delinquents have no reason to be a separate class of character. There’s no reason for Yandere-chan to kill them, since they would report her for murder but wouldn’t report her if she beat them up. Delinquents are also much tougher than normal students, so they are the only characters who might conceivably have “health bars”, making them prime candidates for a combat system that requires multiple successful strikes.

The reasons don’t stop there, though. If every rival’s “personal problem” (such as a loan shark) can only be solved through one method, the game wouldn’t have much replay value. However, if every rival’s personal problem can be solved through various methods, then the player will feel more inspired to replay the game and solve each girl’s problems in every way possible. Beating up students would just get Yandere-chan expelled, but beating up people outside of school won’t necessarily have the same consequence, so a non-lethal combat system would be helpful for adding extra rival-elimination scenarios to the game, thus adding more replay value.

Furthermore, let’s talk about Yandere Simulator’s biggest flaw; it’s a stealth game that takes place in one environment. One environment! That’s going to get old really fast, unless we have:

  • A second large environment (small town outside of school).
  • Other environments where Yandere-chan must travel in order to complete an objective.

These other environments should probably be small, so that the game isn’t delayed for a year while tons of elaborate environments are built. If the environments are too small to use stealth in, but large enough to fight in, then the most sensible use for them would probably be combat arenas. No matter how I look at it, the game would benefit from “missions” about leaving school to beat up a group of people as part of a larger scheme that will ultimately eliminate a rival.

At least, that’s the way I see it. If the game’s fanbase feels like beat-em-up combat would be too out-of-place in this game, or like it would delay the game for way too long to justify its inclusion, then I’ll probably avoid it.

Just keep in mind that if we don’t get a beat-em-up system, the delinquents will have to be fought using Quick Time Events instead.

June 3rd Bug-Fixing Build

Edit: Oops! There was a serious bug in this build that prevented the user from having the “Offer Help” conversation with Kokona. A new build has been uploaded that fixes this issue.

If you’re looking for information about the most recent additions to the game, click here!

There were some bugs in the June 1st build! I’ve created a new build loaded with bug-fixes and general improvements. Here’s an example…

A lot of people have been reporting difficulty in successfully kidnapping victims. I’ve tested this feature dozens of times – possibly hundreds of times by now – and I’ve never run into any problems with it. I can only conclude that the people who are failing to perform kidnappings are not following all of the required steps.

As a result, I’ve decided to add something new to the game; the “Kidnapping Checklist!”

When you walk into the “Kidnapping Room”, a checklist will appear onscreen. This checklist will tell you if you currently meet all of the criteria to perform a kidnapping. If you’re missing the tranquilizer, if your Biology stat is too low, if your victim is not eligible for kidnapping, if you’re missing the syringe, or if the door isn’t shut, the checklist will let you know with a little “X” next to the corresponding criteria. Hopefully, now it will be much easier for people to successfully perform a kidnapping!

That’s not the only thing that’s new in this build. To see a list of everything that has been changed in this build, scroll down below this image gallery of cool portraits drawn by clearlyoriginaljellyfish!

  • If the player left a note in Kokona’s locker, instructed her to go stand somewhere, and Kokona stood there until one of her events triggered, there was a bug that would cause Kokona to go perform her event in the wrong location. This bug has been fixed.
  • Fixed bug that would cause Kokona to prepare food while standing on the school rooftop if the player left a note in Kokona’s locker asking to meet her on the rooftop during a point in time when she would be performing her food-preparation animation.
  • Adjusted the schedules of the female social butterflies / “Rainbow Six” girls so that they don’t spend so much time in the cooking club, allowing Kokona more time to check her locker for notes towards the end of the day.
  • If the player orders multiple items from Info-chan, Info-chan will now drop every item in the order they were bought, instead of only dropping the last item that was purchased.
  • Fixed bug that would cause Yandere-chan to be able to walk through the chain link fences that appear on the school rooftop after a student dies from falling off the roof.
  • Fixed bug that would allow the player to perform the “Push Kokona off school roof” animation on Kokona even when she wasn’t standing at the edge of the school rooftop.
  • Fixed bug that would cause Sakyu Basu’s ring to remain on the rooftop bench if the player went to class while Sakyu was eating lunch on the school rooftop.
  • Fixed bug that would cause the “What type of picture did I just take?” icons to appear at the top of all screenshots taken using the smartphone’s camera.
  • Fixed bug that would cause the “Offer Help” prompt to remain available in the rooftop meeting spot even after Kokona had walked away from that spot.
  • Fixed bug that would cause the woodchipper to stop spewing blood when disposing of corpses, after the first corpse Yandere-chan put inside of it.
  • Attempted to fix bug that would cause Musume Ronshaku to get stuck on the school’s exterior doors when trying to enter the school at lunchtime.
  • Fixed bug that would prevent the player from completing Musume’s task if the player bought cigarettes before accepting her task.
  • Fixed bug that would cause cigarettes to remain in Yandere-chan’s inventory even after she had given the cigarettes to Musume.
  • A “Checklist” will now appear onscreen when the player is attempting to kidnap people in the “Kidnapping Room” of the school.
  • Fixed bug that would cause text to exit the text boxes in the Student Info screen.
  • Added Kokona’s task to the Task menu.

What’s next?

If at least 10 significant bugs are found over the next 24 hours, the next build will be another bug-fixing build. If not, then I’ll begin working on implementing some of those assets that I received between May 15th and June 1st.

The official website is coming along nicely! I’m looking forward to showing it off! I’m looking forward to releasing the official launcher, too!

Thank you for following the development of Yandere Simulator!