The Final Stage of Osana’s Development

New video, check it out!

A significant portion of the video is about extremely minor changes that I’ve been making recently. It might seem a little boring to hear about such tiny adjustments, but that’s the entire point; to communicate that, at this stage of development, the only things left for me to do are minor fixes, because all of the major stuff is complete!

In short: Osana is fully functional, and what I’m doing right now is testing each one of her elimination methods to make sure there aren’t any problems, so I can prepare her for release. Exciting, right?!

But, don’t get TOO excited, because there is still one last hurdle to overcome before Osana is released. I want the official demo to feel like a significant upgrade from the debug sandbox, so I want to update several aspects of the game before I release the demo. Trust me, it’s going to be worth it.

While I was going through the “quality assurance” phase of Osana’s development, I fixed bugs and removed exploits that were unrelated to Osana. I’ve decided to release a new build so that you have access to the latest and greatest version of the game. Click “Continue Reading” to see a list!

Fixes, Changes, and Improvements

  • Students who need to vomit will now travel to the toilet that is nearest to their current location, instead of always traveling to a toilet that is on the east side of the school.
  • Fixed bug that caused Cooking Club members to perform the wrong animations if they were sent to distract a student before they had begun to prepare food.
  • Adjusted the pathfinding grid in the plaza so that students don’t brush against the leaves of the hedges while walking through the plaza.
  • Fixed bug that caused cooking club students’ trays to turn invisible if they were distracted by a giggle while they were preparing food.
  • Delinquents will no longer make snide remarks at you when you’re near their hangout spot, if there is a wall separating you from them.
  • There is now a “Freeze All Students” option in Pose Mode that will instantly freeze all students in school at their current location.
  • It is no longer possible to send a student to distract a teacher; the ability to do so in previous builds was an oversight.
  • It is now possible to electrocute students inside of bathrooms, instead of only at drinking fountains.
  • Fixed bug that caused Senpai’s eyes to lack white reflections at the Senpai Creation Screen.
  • It is now possible to sit on the benches in the Japanese garden next to the hedge maze.
  • Fixed bug that caused some classroom props to float in midair.

What’s Next?

Putting the finishing touches on Osana, testing everything to make sure that there aren’t any significant bugs / design flaws, upgrading the game from “debug sandbox” to “official demo”, and then finally releasing it! I’ve been waiting years to reach this stage of the game’s development – so exciting!! I hope you’ll look forward to it!

…hmm…aren’t I forgetting something…?…

…oh, yeah, that’s right!

HAPPY NEW YEAR!

Artwork by Budokas!

118 thoughts on “The Final Stage of Osana’s Development

  1. OK, he says that he will upgrade to latest unity and blah blah blah but does that mean we are going to get NEW CHARACTER MODELS before Osana! Or after??????????????????

  2. I’m probably gonna get more hate then imaginable for this comment, but we’ve been waiting for YEARS just for a demonstration ! And now that it’s finally done were gonna have to wait AGAIN just to play a DEMO!

    • I mean you’re not wrong it’s taking to long even for a game like this I understand you have limited workers but come on 6 years?!

      • Yeah, but root problem NOT limited workers, rather infinite re-dong of same things. if YandereDev had exact image of final game in mind from early start process could be shorter.

        YandereDev can say this process as replacing placeholders but truth is… time spent to implement placeholders rather wasted.
        Let’s image normal game development where you implement all environment and basic mechanics (include proper time rate) with 2-3 sample characters (Yandere-chan, senpai, osana) at first. When all ready – add more characters with their stories and clubs, then add scripted scenes.
        That process way less exciting for us (players) and without builds several times on a week. So let’s positively consider all extra time for extra features and extra builds of game as ad or tizers for us.

        Summary, many features we all love in YanSim only kept developement process too long. For now I don’t know if I will be play official demo. Debug builds were so good, may be I rather keep play latest debug with extra features (without Osana and easy) than official demo without features (with Osana and nightmare difficulty).

      • Let’s see history re-doing features:
        – elimination methods of Osana was tested on another character (Kokona/Midori), no technical need use different character. Instead, Kokona/Midori has wide fan-base now, but cute tsundere Osana will be eliminated without any mercy.
        – large amount of details was repeatly changed (image of final game in YandereDev’s mind changed over years).
        – design of locations as shower room was changed several times (japan sit down bath – shower – new building design).
        – characters and hairstyles was re-desighed several times (some characters removed in process).
        – clubs was re-organized.
        – added more and more easter eggs (which not intended to include in final version)
        – unproportional change of time speed/rate rather infurating in current debug build (it’s too stupid – characters go to classroom at 8 am and sit with smartphones and deny any option interact with them until 8:30 am, you can’t take/complete tasks at this time). But lunch break same 30 minutes and all characters have a long walk to clubs and return to classroom.
        – character internal state described by several flags which cause multiple state conflicts and prevents implementation save/load routine. But simply group boolean flags (1 bit of information) in two or three 32-bit integer value (2-3 values cause flags can be for current/next day only or permanent flags, separate value for clothes) and you can describe character as finite automaton with more stable internal state changing. Only one function for state control (in data: current state and event, out data: new state, altered target places stack, screams, new animation, etc). Events include specific time reached. This can do serialization of state for save/load way more simple: if need new boolean flag then assign new bit definition in existing and serialized 32-bit integer property instead of implement and serialize new object boolean property.
        – pathfinding was rewrited several times but still prevents implementation save/load routine. But paths for all characters virtually predefined, only player actions disrupts flow. So at day start all path can be calculated as whole thing and recalculated when player interact with characters.
        – not implemented save/load routine caused extra implementation cheat menu (which not intended to include in final version).

    • See CP2077 for example. Two years since the announcement, the game was about ready and no demo. Scheduled for release on April, and now pushed back to September.

  3. It’s very good news that Osana is nearly complete! I do really think though, that you should reconsider working on more features before you make Osana public. For one thing, you will not find every bug that has to do with Osana. You are only one person, and there is bound to be a very specific edge case that you end up missing. You have a whole community worth of play testers, so I really think that you should release Osana as the first Debug Build; so that we can stop playing in a Debug Sandbox and begin with helping you fix any bugs related to Osana. With that, you could work on all the other things you mentioned in your video to spice up the game/give it a fresh coat of paint, and then release an official demo. While you may think it’s smart to release all these things with Osana, I assure you, it is not smart. Not only will there inevitably be bugs that you miss (which, I will remind you, is bound to happen with anyone who doesn’t have a group of play testers), but you will have made people wait even longer just to play with Osana in the game.

    Of course, I will support whatever you decide to do with the game, but I really think that you’re making a mistake by not releasing Osana when she is complete. I get that you want all these years of work to not disappoint people, but I can tell my all of the detail you put into Osana and by all the previews I’ve seen, that she won’t disappoint many people. I’ll end this comment by simply saying that I’m looking forward to seeing what the future has in store for the game.

  4. Dear yandere I’m one of your biggest fan and l have a question after adding osana in to the game when can you adding a ability to allow Yandere-Chan to join students council please tell me I can’t hold it anymore !!! Oh and please make sure to make Amai Odayaka so amamazing with special events and new features Happy New year !!!😄😄😄😄😄😄😄❤❤❤❤❤❤❤❤

  5. I’m gonna get hate by this…but, Yandere Dev! Can you please just release Osana on the 15th? I’ve been waiting since 2015. I was waiting for Kubz Scouts to play it. I’m running out of patience.

  6. Hi Yanderedev! I think demo version should contain the new character design that you’re planning for the final game. Your game is awesome keep going!

  7. Hey! Super excited! I only joined around late 2018-early 2019, but im happy that you’re almost done with something that took you years to do! At last, Nijima enters the student body! Or rather, the damned…

  8. I hope this steps can be turn off in settings or showed only when scheme purchased. Because in any new game part of fun is find solution by myself. So really I don’t want see exact number of Osana classroom or place with buckets in step description.

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