Recently, I received an e-mail from someone who asked me several very interesting questions regarding Yandere Simulator. I tried my best to give them the most thorough and informative responses I could muster. I think it’s possible that many people would be interested in hearing my answers to those questions, so I’ve decided to share my answers in a blog post. But, before I do that, I’ll give you a quick update on the game’s development:

Text Link: i.imgur.com/7IoIEBL.png
All of the scripting work that needs to be done for the intro cutscene is finished; the only things that remain are the background music and a few animation adjustments. While waiting for those assets to be delivered, I’ve been working on the “Mysterious Obstacle” – a character who is integral to Osana’s week. This character involves a lot of scripted events with Osana, voiced lines, and traits/behaviors that no other character has possessed. It’s very fun to work on this character! Additionally, it feels great to finally be working on Osana again!
Some time ago, I created a checklist naming the features that I felt were necessary before I should shift my focus back to Osana. You’ll notice that “Stable Framerate” and “Save/Load system” haven’t been checked off the list yet, yet I’m working on Osana anyway. Why’s that?
In the case of saving/loading, it’s easy to explain. It’s smarter to implement a save/load system after the game contains all of the data that it’ll need to be saving/loading; in other words, I shouldn’t implement a save/load system until after Osana has already been implemented.
However, in the case of the “Stable Framerate” task, it’s a lot harder to determine exactly when to put a checkmark there. That’s actually one of the things I talked about with the person who e-mailed me. Click “Continue Reading” to hear what they asked, and how I responded:
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