Live-Updating Osana Checklist

Every animation, cutscene, gameplay mechanic, feature, model, scripted event, and voiced line related to Osana is in the game. In that sense, she is “finished.”

However, I can’t release her until I’ve tested every feature related to her to confirm that everything is working properly – and that is a lengthy and elaborate process. When I test a feature, I don’t just test it once; I test it about 5~10 times in a row, doing things differently each time, to make sure that there aren’t any circumstances that would cause something to break. This process has been revealing a lot of aspects of Osana that require fixes and improvements. The last thing people want is a buggy and unstable Osana, so I’m taking the time to fix bugs, remove exploits, resolve game design flaws, and improve anything that looks janky.

Instead of attempting to estimate Osana’s release date, I’ve decided to use “Trello” to create a page where you can see a live-updating checklist of every feature that I’m currently testing, and every issue that I’m currently fixing:

https://trello.com/b/J0BiY9CS/yandere-simulator

You might be wondering, “Why does this phase of development take so long?” For a detailed explanation, scroll past this gorgeous artwork by Esther-shen!

If you’re watching the Trello checklist like a hawk, you might notice that, sometimes, hours will pass without any of the checklist items being checked off. This is an indication that I’ve encountered serious bugs or game design flaws that are taking an exceptionally long time to resolve.

There is one particular checklist item that has taken far more time than previously expected. And that item is…

That item at the top of the to-do list – “Create Schemes for each one of Osana’s elimination methods” – exposed a large number of issues that I had not anticipated, and fixing those issues ate up a huge amount of time. I’ll provide you with a couple of examples…but, first, I’ll summarize what Schemes are.

“Schemes” are like walkthroughs that guide you through specific elimination methods. You may ask, “Why does the game need to contain something like this?” the answer is that the player should be able to learn any information they require within the game itself, instead of having to rely on third-party sources. If it wasn’t possible for the player to learn about elimination methods within the game itself, the player would have to go watch a video on YouTube if they want to learn how to do stuff, and that would just be lame.

Before you say, “That’s weird and unnecessary! No game has ever done that before!” I’d like to mention that Hitman 2016 had a functionally identical feature called “Opportunities.” In my opinion, going down the checklist of all Opportunities and experiencing all the content in a mission was one of the most fun aspects of the recent Hitman games.

There are 17 different ways to eliminate Osana! Some of those methods involve complex scripted events, and even fully-voiced cutscenes! Because the Osana demo is packed with so much content, I think there is a very real possibility that most people who play the demo won’t even realize how many different options and activities are available! To ensure that players know exactly how much content is in the demo (and how to access all of it), I think it’s absolutely imperative that there is a Scheme for each of Osana’s elimination methods.

Now, here’s where it gets complicated…

When a Scheme is active, some instructions appear at the top left corner of the screen. When the player completes that objective, the instructions update to describe the next objective.

In order for this to happen, there needs to be code checking whether or not a Scheme is active, and also checking whether the or not the player just completed a specific action. If a Scheme has 10 steps, this means that there will be 10 different places somewhere in the game’s code that are checking whether or not the player has just completed an action that should move the Scheme forward.

Updating a multitude of scripts, testing the Scheme, and fixing any bugs related to the Scheme is a huge investment of time. As a result, it is very – VERY – time consuming to make a Scheme become fully functional. Because there are 17 elimination methods, that means there are at least 17 Schemes, which creates a tremendous amount of work. I estimate that creating a functional Scheme for each of Osana’s elimination methods would add multiple weeks to her development time! That’s the last thing that anyone wants…but, without Schemes, people might not know how to access all of the content in the demo!

Fortunately, I arrived at a solution: Instead of editing dozens of scripts just to make the instructions update automatically, I have given the player the ability to advance the instructions by pressing a button!

In the Osana demo, only the first 6 Schemes will have instructions that automatically advance whenever the player completes an objective. The rest of the Schemes will require the player to manually press a button to advance the instructions. I know, I know, it’s a little unconventional…but this reduces the amount of time required to complete Osana by multiple weeks. Sometime after releasing Osana, perhaps I can update the game to make Scheme instructions automatically update. There! Problem solved!

Well, aside from that, there is a completely different aspect of implementing Schemes that has eaten up a lot of my time…

To implement a Scheme, I must first write out the instructions that will be shown to the player. These instructions need to be short, simple, and clear enough for any new player to understand. While writing these instructions, I think critically about the game’s mechanics from the perspective of a completely new player who is experiencing the game for the first time. As I do this, I often realize that there are certain aspects of gameplay that might frustrate new players. Whenever this happens, I try to solve the problem before moving forward – and that can sometimes require me to add new features/content to the game. For example…

Some of Osana’s elimination methods require you to put a note in her locker. Osana will only take a note seriously if it references her “Dark Secret”. In order to learn her Dark Secret, you must eavesdrop on two conversations that take place on Monday. But…what if the player missed those two conversations? Should the player really be permanently locked out of any elimination method that involves putting a note into Osana’s locker?

Of course not! That wouldn’t be fair to the player. So, I decided that there should be an alternate way to acquire Osana’s Dark Secret. To solve the problem, I updated Info-chan’s “Services” list to allow the player to purchase Osana’s Dark Secret directly from Info-chan. This is an improvement to the game’s design – and it only happened because the act of implementing Schemes for all of Osana’s elimination methods caused me to think critically about where a new player could get frustrated with the game.


(Artwork by guivaz2014)

What I just described happens literally every time I start writing instructions for a Scheme; I realize something important for the very first time, and need to take action to fix a game design flaw or remove an exploit. This is what I call “Hidden Work”; it’s when you think that there are only a small number of simple tasks remaining, but once you actually start working on those tasks, you suddenly discover a bunch of small problems that each require a unique solution. It’s very easy to say how much “Work” is remaining, but it’s impossible to know how much “Hidden Work” is just below the surface.

I’m sure you’ve heard of “Schrodinger’s Cat” before; it’s a thought experiment which describes a cat that is both dead and alive simultaneously, until you check on it to find out which state it’s in, at which point it becomes either dead or alive. Osana is like that, too!

As of right now, Osana is finished – but, as soon as I start writing the instructions for a Scheme or bug-test one of her elimination methods, I might discover a game design flaw or bug that needs to be fixed, at which point she still stop being “finished”, and will require more work. I won’t know until I check, so as of right now, she is “Schrodinger’s Rival” – finished and unfinished at the same time, pending some more bug-testing.

If you don’t want to read everything I just wrote and just want a quick status report on Osana, here it is: Osana is finished, and now I’m just bug testing before I release her. The process of bug testing is taking a very long time, because I’m being super thorough and fixing every problem I find. I don’t know how many more issues I’m going to discover, so I can’t predict when I’ll be done bug testing.

Even after Osana is done, I still want to update the game’s graphics before I release the demo. So, it’s not like Osana will be released instantly as soon as I finish bug testing.

You can check this Trello link to follow my progress as I tick tasks off the checklist one by one: https://trello.com/b/J0BiY9CS/yandere-simulator

Didn’t you say that Osana would be released on August 1st?

I said “maybe,” remember?

At the time I said it, it was a realistic estimate. However, the act of implementing Schemes revealed a lot of bugs / game design flaws that needed to be fixed.

The problem with attempting to estimate Osana’s release date is that it’s nearly impossible to make a meaningful prediction, because I have no way of knowing what kind of new obstacles are going to come into existence in the near future. I can’t predict the number of new bugs/exploits that will be discovered, and I also can’t predict what kind of unnecessary obstacles other people will create for me that will take my time and attention away from development.

That’s why, this time, I’m not even going to bother estimating the release date at all; instead, I’ve provided you with a live-updating checklist so you can see for yourself how many tasks remain and observe the pace that I’m working at. This is honestly what I should have been doing in the first place.

Why does the number of tasks on the checklist keep changing?

Because of the sheer amount of content and mechanics in Yandere Simulator, I couldn’t possibly remember absolutely everything on the first try. I simply wrote as much as I could remember. The process of playtesting Osana regularly leads me to remember many of the other things that also need to be tested. As I remember / realize what else needs to be tested, I update the list.

What a massive blog post! Instead of using your time to write this post, you should have used your time to work on the game!

Well, I can’t just leave people in the dark, can I? I have to communicate with my audience; I have to describe what I’ve been up to, and I have to provide an explanation for why Osana isn’t done yet. A thorough, transparent description of the situation is the least I can do for the people who check this blog.

Anyway…because it has become tradition to upload a new build on the 1st and 15th day of every month, I’ve updated the game again. Here’s a list of all the fixes/changes/additions in the latest build.

Fixes/Changes/Additions

You’ll notice that this list is extremely short, because I have been spending the overwhelming majority of my time on Osana, and practically zero time on miscellaneous little bug fixes.

  • Fixed bug that made a cake float in the air, visible through the window of the Cooking Club, when Yandere-chan joined the cooking club’s club activity after 5:00 PM. (I can’t believe this bug wasn’t noticed until now.)
  • Fixed bug that caused the game to only be able to display certain tutorial pop-ups, even if the player was trying to use the Tutorial menu to make completely different pop-ups display.
  • Miscellaneous fixes throughout various areas of the game, like updating the “Kidnapped Musume” video thumbnail to feature the new basement.
  • Fixed bug that allowed the player to buy products in the street scene without actually having enough money to afford those products.
  • Minor, miscellaneous adjustments to the Student Profile screen (centering the reputation graph and Info-chan’s static).
  • Updated most of the classroom models and textures to match the art style used by the rest of the game.
  • Fixed visual glitch that was causing the bottom half of some students’ eyes to appear white.
  • Various code optimizations that resulted from speaking with a very helpful programmer.
  • Re-positioning certain props in the school environment to prevent clipping.
  • The framerate when shadows are enabled should now be better than before!

288 thoughts on “Live-Updating Osana Checklist

  1. Amazing work YandereDev! I love that you aren’t keeping us in the dark about these things. It’s actually really interesting to hear of those types of changes.

  2. Yandere dev I respect the fact that you want us to be able to know how to do each elimination metod, but what makes a game fun is discovering things on your own. Osana has already been delayed on one occasion, just delaying her will give haters (Gremlins) more reasons to spread gossip, releasing Osana could’ve stoped all of the gossip. I know you might be scared of releasing Osana because you might think the fans will be dissapointed or worse the haters will start more chaos, but the true fans who followed the journey for six years are going to be exited to finally get a taste of what Yandere Simulator trully is.
    But if you think this is the best action then I can’t change that.
    Good luck

    • Heard from yàndere dev the reason he doesn’t want to release her right now until she’s 100% ready is because people will judge her 6 years on that and they will feel disappointed

  3. Great work YanderDev now am gonna check everyday on your checklist to see what’s new or something like that 😄 see you on the next update

  4. Huh, that live checklist is probably the best idea I’ve ever seen during the game’s development.

    It even shows when the checklist updates and where, best idea to prove you’re working.

  5. Nice work, keep going. I’m a big fan of your work, and I’m looking forward to play the game when Osana be released

  6. I hope you read this Yandere Dev! If you don’t, that’s ok too. It might help someone else out. Take as long as you need Yandere Dev! And great job! Also, I have a lot of reading of your updates to catch up on. If you read this, please let me know. I honestly haven’t been able to update the game lately due to my life where I needed to focus on school work. I’ll update again in a few weeks though. Any one complaining about Osana not being finished, we can switch lives because if you are just complaining about Osana not being finished, it sounds like you have nothing to do. You could literally read, spend time with family, or even take a walk in the neighborhood with a mask on. I would love to have nothing to do because my proficiencies for music therapy are stressful enough and so are the problems with my fiance. I get it has been a long time since the start of game development and the development of Osana, but good things come to those that wait (wait, did I just say a demon’s line? I even heard it in her voice). I’m also a firm believer in the quality. You know, there is one quality we all have in common and that is being a perfectionist in what we do. Yandere Dev strives to be a perfectionist in game development where the game has no glitches. I’m a perfectionist in my study when I sing a note in a chord instead of singing what’s written. It’s dangerous to be in the perfectionist zone because then we try to over correct ourselves or even be harsher on ourselves by setting harder expectations on ourselves. We often think what we do is not good enough. Are we aware we are in a perfectionist zone? Not all the time. I wasn’t aware I was a perfectionist til yesterday when I realized how much it took over my life. I know this was long, but it was overdue since I haven’t commented in awhile. If this helped anyone, please let me know. Life is just too short to bickering and wasting time on being a perfectionist all the time. Anyways, it’s great to see everyone’s comments again!

    • Wow! This is so Beautiful it brings me in tears 😢😢😢 this gives me hope in this year we call 2020 (claps hands)

      • I’m glad it helped you out akuasuta. I believe what the world needs now is compassion and understanding rather than adding fuel to the fire. No matter how much haters like to add fuel to the fire, the fire may get bigger but their hearts get colder.

  7. Yanderedev, you’re a genius!

    When I looked at how many WEEKS were left for you to finish the work I was like “Noooooo…”, but then you miraculously found a solution to the problem without taking any further time!

    Yeah, the hidden part of the iceberg have to be so time-consuming… But you’ll make it disappear, we know it!
    Anyways I’m really happy that you uploaded your Trello page, it’s SOO interesting!

    Good job and good luck, YandereDev! 😀
    The true fans are waiting and andertstand what you’re going through, remember that we all want you to cheer up!
    Becuz it’s nicer to see you bright and healthy, and not having such hard time justifiying yourself because of those darn haters c:
    You’re gonna do it!

  8. Yay! My favourite part about YanSim is reading your blog posts, so thank you for writing it 🙂
    I love being able to see what are the problems, some solutions and mistakes, bug fixes, other changes. It’s surprisingly therapeutic. I love your work, and I’m glad you’re pushing through to do what you wanted to do. You’ll always have my support.

    • I’m the same, of course I’m excited for the game release, but I love seeing new dev posts and learning what issues hes running across and his solutions. Its so nice to have a dev who cares to let his fans know what he’s up to and what he’s thinking.

  9. Don’t worry yanderedev ^_^
    You did a very good job. It’s true that it take a long time to complete the demo but at least the outcome is slowly getting better 😀
    I won’t mind waiting a little longer cuz I just got a job n maybe one day with enough money, I can finally support you >^<
    Keep up the great work n don't forget to rest as well ^w^

  10. Like (although it cannot) if you are constantly playing “Mission Mode”, waiting for Osana (autolike (although it cannot 🤣))

  11. Thanks for the continued work on the game. Will continue to support you throughout your development career and wishing you the best. I will be streaming your game on twitch when it’s finally unbanned and ready to go. Will you be adding some more old builds to the archive? It’s enjoyably to play old builds then head back to the new ones. Please keep your head up. =)

  12. nice work yandev!! keep working hard and improving!! yansim is going to be amazing once it’s out, please keep working hard to make sure that the end product is amazing!!❤️❤️

  13. Yandere Dev celebrating bring your fans to work day. Just kidding.

    Anyway, don’t give up. The finish line is just Right in front of you. Keep pushing forward just a little longer. Just bring Osana out and you have something to show for everything you went through. Don’t give up Yandere Dev

  14. Awesome. I’m glad you decided to focus on quality, testing and overall polish. Demo will be when mainstream will be exposed to the game as you intented it, so keep doing a good job. Trello is a good idea too – it will help you keep track and notify us at the same time. I’ll wait patiently.

    I would program schemes differently. I think each action, like filling a bucket shouldn’t be aware of any specific scheme, it should just report that it’s done to a listener for actions included in a scheme. Then that listener would notify all schemes that check for that action. This way Fill() would require just a one-liner to notify a scheme about updated status, and then all details would be included in the scheme itself. Your solution looks good for small number of schemes using bucket, but laborous for hundreds of schemes.

  15. I love your perfectionism. Take all the time you want. I’m very happy that you finished Osana now. I advise you to take a break after this. Have a good day!

  16. i think it’s good that your keeping us fans updated with your progress. I can’t wait for the finished product of Osana. keep up the good work yandere dev

  17. I think making fans aware of the trello was a good idea; it allows them to get an overview of how much you’ve done, and what you still need to do

  18. I don’t know if you actually read this, but if you do, why not go ahead and release Osana? I know you want it perfect, but that’s not possible. If you release her now (or in your next build), you can allow those who have been waiting years to actually help you. Sort of a Debug Beta. Once you’re satisfied from your player base that Osana is as good as she can be, you can upgrade to the next Unity engine, give the game the fresh paint you want, then release the VSlice and open the Kickstarter. That would also hopefully take the wind out of the anti-YandereDev community sails a little.

    • Popular gaming you tubers would make clickbait titles like “6 years for THIS?!” or “ELIMINATE OSANA IN 2 SECONDS” and probably make yandere dev look even worse for releasing a buggy Osana after keeping fans waiting for so long.

    • Like the other reply said, it wouldn’t give a good image as you think. After spending 6 years on Osana the best thing he could do now is perfecting it otherwise backlash would come for “I waited 6 years for Osana to come out like a debug project”. Not everyone is as understanding as you think (main reason Osana even took so long is because of the hate train and people still didn’t care).

  19. Okay, can anyone help me? I can se that there is ALOT of pictures on this post, but I can’t see any! I have no idea why but for the longest time I have not been able to see pictures on this website. I treid changing browser, computer and account and nothing works! Please help as I really do wanna see what is going on!

    • Maybe the device you’re viewing it on doesn’t support pictures? Maybe try viewing the page on a different device?

      • Thanks for the suggestion! It unfortinate did not work 😦 I can see the pictures when I get my email notification about this post (So on this post I was able to see them via email) but normally the images are under a “Keep reading” tap that won’t appear in email and therefor won’t work.

        Anyone else know what is going on? I used to be able to see the pictures.

  20. At this point, just take your time
    I’ll know Osana come out when Youtuber’s talking about it
    Have a good day and we’ll be waiting

  21. I hace found a bug un which when the player send someone to the locker, but on the way he/she fines a weapon on the ground, when the playera or another student picks It up, that someone forgets to go to the locker and the player can’t Talk to him/ver anymore.

  22. Meh. The schemes autoadvancing is like Genetic Modification when Steve Walmsley released C# Aurora. Sure, you COULD add a fully internalized and functional complex feature, but if it would add weeks of development, then giving the player agency to deal with it manually if they want to use it (SpaceMaster mode and E+shift respectively) is just as good and you can add it down the line. You do you, man. No problem here.

  23. I understand that you need to test Osana and fix all the bugs. It would not be a good look on you if popular gaming YouTubers just showed all of the buggy exploits in the demo that weren’t fixed because of a rushed Osana. I also like the live checklist. You should use it to show us your progress on future rivals after Osana is released!

    • When I want to explain my thoughts on this game after this most recent post, I literally used your comment. It sums it up perfectly.

  24. I’m preety sure the Floating Cake glitch wasn’t discovered until now because, let’s be honest, the Cooking Club is the worst club in the game. It is way easier to get reputation by entering the Light Music Club than entering the Cooking Club. The LMC also haves better benefits, being able to carry a big weapon and body parts whitout being considered suspicious is way better than carrying a knife inside a specific room whitout being considered suspicious… Maybe the Cooking Club would be better if it had a better secondary benefir, like, being able to poison the food so you can kill students from poisoning anywhere at any time?

  25. awesome work yandere dev and I look forward to seeing Osana when she is ready to be released, I’d rather a game that works than a game rushed out and filled with game-breaking bugs and please know that your real fans will be patient with updates and that we are all here for you no matter what hate is slung around. Real fans like myself and so many others here, we won’t jump on the hate and cancel culture bandwagon because that is the popular opinion to have. No matter what always remember you have real fans!

  26. you should go back to the old fps counter, the new one shows lower results than what you’re actually getting, it keeps on saying I’m playing at 2-30 fps which doesn’t look like it, plus when I record and put it in an editing app it further proves that I’m playing at 60 and higher instead

  27. Imagine bug testing your game before release, I have a feeling Bethesda and a certain few Mass Effects could take notes.
    For real though, I’m glad for all you’re doing. I’ve been playing a lot of games lately to pass the time and I’ve noticed how frustrating it is when you get stuck due to confusing design. Either instructions are unclear, or the ‘journal’ to assist you is horribly organized. Either way, I’ve had to rely on google a lot when I should be getting all the information from the game itself.
    The scheme system is exactly what I’d love in a lot of games, and I imagine new players, who haven’t seen you explain situations, will be really grateful!

    Keep working hard, I won’t rush you, but I do hope it’s released before the end of August, mostly cuz my birthdays coming up and it’d be a really fun birthday gift ❤

  28. I’m not a psychic, but I could tell that you sounded much more upbeat and happy in this blog post than in the last one! I’m really happy that you’re getting happier!
    Also, one last thing: All I really care about is that Osana will come out before 2021. That’s how patient I am. 🙂

  29. This seems like a lot of work, and it seems pretty complicated. But I’m sure you’ll be able to do it! I have complete faith in you, dude. You always kept us in the loop and you told us about your problems with harassment, game creation issues and other stuff. I won’t stop supporting you even if it brings me harassment.

  30. I don’t understand people who are mad when waiting 6 years for Osana. In my head, the slower, the better the quality.

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