A new build is now available! Usually, I update the game as soon as the latest build contains 10 noteworthy differences from the previous build (whether those differences are bug fixes, changes to previous content, or the addition of new content). This time around, I couldn’t really decide on the “right” time to upload the build, so I held onto it for longer than usual. I held onto it for so long that it now contains around 23 differences from the previous build. Wow!
I noticed that some fans were expressing concerns about the lack of a new build or progress update at the beginning of the month. I have a lot to say about that subject, and I’m going to elaborate further down in this blog post. I also have a lot to say regarding a recent misunderstanding and my policy towards e-mails. Additionally, there are a bunch of questions that I’d like to ask the Yandere Simulator fan community; you’ll find several polls at the bottom of this post.
As usual, this blog post will start off with the changelog for the latest build. To check it out, scroll down past this amazing illustration of Megami Saikou by an artist named “21“!
Click “Continue Reading” to read the list of everything that is new in this build, followed by an explanation for the “delay” of this build, followed by some words I’d like to say about my e-mail policy, followed by a bunch of polls for the community.
Fixes, Changes, and Additions
- Fixed a bug with the medium-sanity bat animation that would cause the character’s arms to be rotated incorrectly if the animation began while the victim was crouching in fear before they were attacked.
- Kokona no longer bathes in the same spot where Yandere-chan bathes in the locker room. (This could result in a bug where the two girls were bathing in the same spot at the same time.)
- There is now an animation and sound effects for tranquilizing a girl with a syringe. This animation will only play when tranquilizing a student in the storage room.
- Fixed bug that would cause Yandere-chan to fail to properly change into the correct set of clothing when stepping into a changing booth to remove a club uniform.
- Improved the Gardening Club Leader’s hair and face textures, and gave her gardening gloves. (These gloves might be used by Yandere-chan in the future…)
- Fixed bug that would cause Yandere-chan’s corpse-carrying animation to break when using the “Change Persona” command while carrying a corpse.
- Fixed bug that would cause kidnapped victims in Yandere-chan’s basement to have different-sized breasts when their torture animation began.
- Fixed bug that would cause Yandere-chan to leave shoeprints instead of footprints when barefoot while wearing the Martial Arts uniform.
- Added three more idle animations to the mirror in the Light Music Club. (Still not ready to elaborate about the purpose of the mirror!)
- Updated the school’s fountains with new 3D models and textures that more accurately reflect the look-and-feel of the school.
- There is now an animation for lifting up a girl’s body and dumping it into the musical instrument case in the storage room.
- Fixed bug that would allow the player to use the “Distract” command to send multiple students to distract another student.
- Fixed bug that would cause Yandere-chan to not properly return to her intended idle animation after dropping a corpse.
- Fixed bug that would cause a student to remain in “Distract/Distracted” protocol even after being splashed with water.
- Replaced the old scissor model with a new scissor model with a much more reasonable polygon count.
- Fixed bug that was causing bloody shoeprints to not spawn when using the new walk animation.
- Replaced some copyrighted easter egg music with original music composed for Yandere Sim.
- Adjusted Pippi’s hair model to hide polygon “backfaces”.
- Fixed bugs with some of Yandere-chan’s hairstyles.
- Replaced previous corpse-dragging animations.
- Added a new hairstyle for Yandere-chan.
- Replaced sewing machine sound effect.
- Added physics to Midori’s hair.
Why wasn’t this update out sooner?
If you’ve been following Yandere Simulator’s development for a long time, then you’re probably aware that I usually release a video and a new build of the game on the 1st and 15th day of every month. Sometimes the video/build are delayed for a day or two, but there’s generally an update somewhere around the beginning and somewhere around the middle of every month.
I think it’s important to keep people updated on the progress of the game’s development. Because April 1st is a holiday, I uploaded April Fools videos on April 1st – but I didn’t intend for those prank videos to be substitutes for actual development videos. I still intended to upload a serious video about the game’s development, too.
My plan was to upload a development-related video immediately after April 1st. However, I wasn’t able to pull it off on April 2nd; there were a bunch of things that felt more urgent than the video; volunteers who needed to speak to me, bugs that needed to be fixed, Osana-related assets that were begging to be implemented, etc. The same thing happened on April 3rd. April 4th was my monthly day off. And then, I spent April 5th catching up with all of the correspondence that piled up on the 4th…
Once I passed April 5th, there was no longer a sense of “urgency”; there was no longer a sense of “I gotta make a video!!!” or “I gotta upload a new build!!!” there was only a sense of “Wow, there sure is a lot of work that needs to be done. I’d better take care of it.” It no longer felt important to put out a new video or a new build by some imaginary, arbitrary, self-imposed “deadline”. The only thing that felt important was making significant progress on the game.
I kept asking myself:
- What’s more important – uploading a new build, or making more progress?
- What’s more important – writing blog posts, or making more progress?
- What’s more important – making a video, or making more progress?
Every time, I wanted to give the same answer: I should keep making progress. I should fix that bug. I should contact that volunteer. I should make plans with tinyBuild. Everything else felt so low priority. So…optional.
Making blog posts, making videos, uploading builds…it all feels like a bonus. Like something I should only do if I have the time. Game development is my top priority. Keeping people updated on my progress is a high priority, too, but it’s not the highest. I don’t want to drop what I’m doing and make a video or upload a build because I’ve reached some date on the calendar that represents an imaginary, arbitrary, self-imposed “deadline” that only exists because of tradition.
Some people got seriously angry at me for not releasing a new build at the beginning of this month. Is it really that big of a deal? I understand that it’s important to keep the fans updated – but are you really going to freak out just because you didn’t hear from me for a week? Is that seriously that big of a problem? Is it really worth getting mad about? I honestly don’t think it’s something worth freaking out about. I feel like there was quite an over-reaction from some members of the fanbase.
I don’t feel like my job is to release builds/videos every two weeks. I feel like my job is to make Yandere Simulator, and I feel like I am doing my job. From 1:00 PM until 12:00 midnight, I’m either fixing bugs, or giving instructions to volunteers, or reviewing volunteer submissions, or implementing new assets, or taking time to plan/design things that require forethought to be implemented properly, or having discussions with tinyBuild, or answering media inquiries, or writing dialogue for cut-scenes and events, or taking care of business-related stuff, or gathering reference materials for volunteers. I try as hard as I can to find time to implement new features, and I try as hard as I can to make progress with Osana, but it’s difficult, because there are dozens of other things I also need to take care of.
The only promise I’m going to make to you is that I’m going to pour my heart and soul into making the best video game I can make, with the time and resources that are available to me. I’m not going to promise you anything on any specific calendar date. If you get a build on the 1st or 15th day of a month, that is a bonus.
I was able to maintain a twice-a-month update schedule for three years. Why? To be completely honest, it’s because I was working an inhuman number of hours every week, because I didn’t have so many “project manager” tasks at that point in time, and because the majority of work I had to do was “low-hanging fruit” that I could easily take care of in under two weeks.
I cut down my hours because the fanbase urged me to take better care of myself. I have a lot more responsibilities now than I had before. I’ve already implemented all of the low-hanging fruit. At this stage of the game’s development, it’s becoming less and less possible to stick to the old “1st and 15th of every month” schedule; you’ve seen how many times I’ve delayed an update for 24 or 48 hours.
- I’ve already explained how few hours in the day I have to make actual programming progress.
- I’ve already explained that I have many more responsibilities than just “write code” and “make videos”.
- I’ve already explained that everything that gets created for the game must pass through a bottleneck the size of one man.
It may be time to consider slowly retiring the the twice-a-month update schedule, and adopting a new “whenever it’s ready” update schedule. The twice-a-month schedule is something that I’ve been clinging to because of tradition, not because it is reasonable or sustainable. I’m going to try to keep it going if possible, but please acknowledge the difficulty in maintaining this kind of schedule, and please understand the possibility that it simply cannot continue.
There is something that I feel is worth mentioning. A few days ago, we passed the one-year anniversary of my most infamous video. I consider that video to be a huge mistake. You can’t make the Internet stop doing something by telling them that it annoys you, and asking them to stop. It simply doesn’t work. It was a complete waste of time to produce that video.
That video sent the message “I don’t want people to communicate with me.” This is not correct. The message I wanted to communicate was, “I want 12-year-old kids to stop spamming me with dumb e-mails.”
I do want people to communicate with me, if there is something important that should be addressed. Let me give you an example.
My most favorite video game of all time is Persona 3. The Persona series inspired many of Yandere Simulator’s features. On April 4th, Persona 5 was released (in English). There is perhaps no other video game that could possibly be more relevant to Yandere Simulator’s development; allow me to explain.
- Persona 5 has several features that I was planning for Yandere Simulator. I can study Persona 5 to understand the smartest way to implement these features.
- Persona 5 takes place in a Japanese high school. I can study Persona 5 to gain knowledge of how to accurately depict Japanese high school life in a video game.
- Persona 5 has many environments that I want to have in Yandere Simulator. I can take screenshots and record video footage of Persona 5 to provide volunteers with visual reference of the kind of 3D models that I need.
I’ve said this numerous times already, but I take a day off once per month. I decided to take a day off on April 4th to play Persona 5, not only because it is the latest game in my most favorite franchise of all time, but because I knew it would be full of useful information for Yandere Simulator. I played the game, actively hunting for anything that could assist me with Yandere Sim, and snapping screenshots of anything even remotely meaningful towards development. I live-streamed the entire experience, too. In the end, I played Persona 5 for 13 hours straight!