Remaining Pre-Crowdfunding Checklist Tasks

Hello!

In January of this year, I wrote a long post on Patreon detailing what improvements I wanted to make to the game before I would consider returning to producing YouTube videos or launching the crowdfunding campaign. I called this the “Pre-Crowdfunding Checklist.” If you look at that Patreon post, you’ll see that most of those tasks have been completed over the past few months – very cool! However, has the list changed since then? Have any tasks been judged “not worth it” and discarded? Have any new tasks been added to the list? Which tasks have the highest priority, and which tasks are potentially going to be ignored?

I’ve decided to write a blog post spelling out exactly where we’re at with that checklist, and assign priority to each of the remaining items on the checklist. If you’re interested, scroll down past this gorgeous artwork by haihondaitao and click Continue Reading!


✅ = Done.
❌ = Not going to happen.
🔨 = I’m currently working on it.
🕒 = Planning on it, just haven’t started yet.
🤷 = This is unlikely to happen, but I haven’t decided yet.

Essential

Each of these tasks is something that I consider to be absolutely mandatory before I proceed to the crowdfunding phase:

  1. Implement a better social interaction system.
  2. Get the game to properly handle input from Playstation controllers.
  3. Balance stealth kills.

Maybe

These are things that I think would be significant improvements to the game, but aren’t necessarily “essential” for the game to become complete, so I haven’t decided yet if I should commit to them yet:

  1. Investigate whether or not adding more props and decorations around the interior and exterior of the school would harm the framerate. If it wouldn’t significantly impact the framerate, update the school’s interior and exterior in a number of ways.
  2. To make it harder to eliminate Osana, many students have been placed along the path that she walks through school. However, all of these students are currently just standing and talking, which is kind of boring. I’d like to investigate the possibility of making them perform more appropriate actions (artists sketching, gamers gaming, etc.) instead of just standing and talking.
  3. A group of fans created a document listing a bunch of potential improvements that could be made to the game relatively quickly. I want to read the entire document front-to-back and decide how many of the suggestions are worth incorporating into the game.

Fun, But Not Necessary

Each one of these can be summarized the same way: “I think it would be super fun to implement this feature, and I know that there are definitely some people who would enjoy it, but it wouldn’t be absolutely necessary, so it’s hard to rationalize spending development time on it.”

  1. Implement Custom Mode – The ability to build your own 10-week story mode. Design your own yandere, Senpai, rivals, and cast of characters, or have the game randomly generate a cast of characters for you for you, providing infinite replay value.
  2. Give functionality to the “Lust Demon.
  3. Give functionality to the “Death Demon” and the “Enlightenment Stat.”
  4. Implement Mission Mode for 1980s Mode, including the addition of an optional challenge mode.
  5. Give the player the option of playing through an “Alternate Timeline” for 1980s Mode that offers an “Alternate Ending.” In this timeline, Sumire’s disappearance is never investigated as a potential murder case. As a result, the Journalist never investigates Akademi, the student council never becomes suspicious of Ryoba, Sonoko never returns to Akademi, Ryoba never goes to trial, and Ryoba gets to confess to Jokichi underneath the cherry tree.
  6. Update the 202X Mode tutorial with additional tutorials. There are several mechanics – crouching, crawling, bucket traps, locker notes, drinking fountains, salty food, bags, crafting, thrown items – that are not introduced in the 202X tutorial. I’d like to make additional tutorials to introduce the player to these mechanics, but I really have to ask – is it worth it? And also – would the addition of so many more tutorials make the tutorial list way too long and intimidating, discouraging players from even wanting to do any tutorials?

Missing Assets

These are things that can be added to the game very easily and wouldn’t take much time to implement, but I’m waiting for the necessary assets to be provided:

  1. 🔨 Improve the appearances of many 1980s Mode students. I’m dissatisfied with the appearances of many 1980s Mode students, and I’ve wanted to update/replace their hair models for a long time now. A group of texture artists and 3D artists have been creating new assets for 1980s Mode students so that we can finally give the 1980s students a long-overdue makeover.
  2. Add voice lines for the 1980s Mode delinquent students.

44 thoughts on “Remaining Pre-Crowdfunding Checklist Tasks

  1. Honestly, I personally don’t mind at all if you work on the “Maybe” and “Probably Not” checklists. In fact, the addition of the 1980s Mission Mode, the Lust Demon ritual and the Enlightment stats are actually things that I would absolutely adore in the game, and I’m sure many other people will enjoy them as well!

    The only task I’m a bit skeptical about is the Custom and Random modes because I believe they will take quite the time haha. I personally really don’t mind waiting though:)

    I think you could try creating a poll to see what maybe/probably not additions are a must for the players=))

  2. the tutorials are indeed long enough for new players to not want to play it. A tutorial has to be simple and quick to teach what you have to do so you won’t be too bad as a starter. You don’t need to come out of a tutorial as a pro, it’s better for them to learn more of it through time.

  3. “Maybe” and “Probably Not” checklists i would all love to see in the game but i understand if that’s a lot on your plate, yandev keep going dude you can do it!

  4. i think the “probably not” section specially the custom rivals for 10 weeks and the final boss the lust demon would be an amazing feature to have to the game it would be new and upper the chance for a successful crowdfunding campaign due to the creativity of the idea. even if the 10 custom rivals are basic it has potential. I’m so excited for the almost completion of the crowdfunding campaign checklist and i cant wait till yandere dev post on youtube again!

    • I think the ‘probably not’ section should be worked on after the crowd funding campaign since delaying the campaign more isn’t really a good choice for the game.

  5. Hey i know i already commented but I have one more thing to say, i suggest rerecording Senpai’s reaction lines to Yanchan, a lot of people think they’re annoying, i would think this would be probably the lowest priority obviously, no insults to the voice actor, i think all his other lines are great. ( and hey if you think they’re fine I have no say in that)

  6. If you’re going to implement anything from the probably not category, it should be the custom and random mode. We should also have the option to design our own school. This would take a long time, however it would keep the game alive years after the full release.

    • The ability to design your own school would be extremely cool, but would require me to completely change hundreds of scripts which currently expect the school’s design to be static and unchanging. It would be several months of work, so, I’m sorry, but it won’t be happening.

      …maybe in “Yandere Simulator 2” or something…

  7. Hello YanDev, my question is why you are so focused on the 80s mode, I mean, you could finish the 202X mode since for more than one player we already want to see the 202X mode, the 80s mode could be left for later …

    • 1980s mode is the “trial run” for 202X.

      If 1980s mode sucks, 202X mode will suck, too.

      If flaws are identified in 1980s Mode, I should fix those flaws so that 202X mode doesn’t have the same problems.

  8. Great work, Yandere-dev! The list looks really interesting, though I must say, I remember you wanting to change the insanity animations some time ago, and you even had one ready in one of your older videos. Are you considering adding them, or are they a low priority right now?

  9. Balance stealth kills would be really easy to fix. Just replacing the animation to something more bloody like the non stealth kills so it will have sense that the weapon gets bloody. Anyway, the idea of a stealth attack that doesn’t makes blood its cool. I think it can be locked at the begging of the game and you could unlock them at level 5 of biology stat.

  10. idea for the tutorial: make it something you can come back to at any time. have the beginning of the game tutorial be the absolute essentials, and at the end have Kokona say like “I have a few more scenes in mind, but it’s getting late. come back later?” or something. and the player, when interacting with Kokona, has the option to learn more.

    anyway, take all the time for the game that you need YanDev! we’ve waited this many years and certainly aren’t getting impatient now, we just want the game to be the best it can possibly be so the crowdfunding is a success !

  11. Oh my goodness, I am absolutely infatuated with the “Probably Not” and the “Maybe” list. I would aggressively froth over the Lust Demon stuff. I’ve been wondering what she’d do for so long.

    I’m just saying, I’d cry tears of joy if you were ever able to add everything into the game that you’d like to. The Custom and Random Modes sound like way too much fun (to me at least lol).

    Hope you can implement everything you want to! ^^

  12. Custom/random mode would def be a big investment of time, however I think it’d be worth it due to how much fun it could be for the player. I wouldn’t consider it a waste of time at all.

  13. i think the Custom Mode and Random Mode Should be during the crowdfunding campaign or as a DLC. Remember, don’t try to work yourself too hard or do the best as you can.

  14. So if you’re looking at unity related stuff for PlayStation controllers is it possible that you’d look into seeing if the game could be converted to be functional on Mac?

    • I only have a Windows PC. I don’t own a Mac computer. If I exported a Mac build, I would have no way to test it. I would just be throwing a build onto the Internet and praying that people can run it, with no real way to debug it if it doesn’t work. The only way for me to begin providing Mac builds of the game is if someone offers to buy me a Mac computer that I can use to test and export Mac builds of the game.

  15. Since you’re trying to make playstation controllers work, does this mean you’ll try to add Yandere Simulator on Playstation (and possibly other consoles like Switch) in the future?

    • The purpose of adding support for PlayStation controllers would be to accommodate players who prefer to play PC games with a PS controller, rather than release the game on a console in the future.

      Although it would be nice to see YS on consoles in the future, that’s not the current focus.

  16. I think, like a lot of other people have suggested, you should do a poll for the “Probably Not” and “Maybe” categories.
    Have people vote on their favorites from each and select the two with the most votes from each category to implement into the game before the crowd funding.

    Save the rest as little additions to work on after the crowd funding and the overhaul of the game.

    I saw someone also mention the idea of changing the school and I wonder if it would be possible to only let the player customize the school before starting the 10 weeks and then have it saved as the official school layout for that save file.

    I suspect though that a lot of the code revolving around the school using one static design is because you have stuff organized by location. (Not something like “drama club” but XYZ coordinates.) Correct me if I’m wrong, but that would make sense for why that kind of a feature would be hard to implement.

  17. What about club practice, games and Anime in the Yandere-Chan house, town, Multiplayer, the ability to write from other people’s phones?

  18. Pingback: June 28th Update | Yandere Simulator Development Blog

  19. One thing that I keep thinking about is that yes head trauma from a blunt force object can kill someone but It’s not always a guarantee kill. Knocking someone unconscious is highly likely, they may not go down that easily, or the weapon can get damaged or bloody. There’s a lot of variables and one way to balance it may be to make it not fatal until the physical stat is up really high. That would be really interesting if your physical stats could impact the blunt force elimination methods like if you were really weak, you couldn’t lift it and attacking anyone with it wouldn’t kill them but if your physical stat was maxed out you could kill them easily but you’ll have blood splatter on the weapon and ground causing the player to double think about this option.

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