Revealing the Identity of the Mysterious Obstacle

It’s finally time to reveal exactly what the “Mysterious Obstacle” is! I hope you’re going to enjoy hearing all about her!

During my trip to Los Angeles last week, I became very, very sick – way too sick to record voiceover narration. Fortunately, the voiceover for this video was actually recorded before I traveled to Los Angeles, so you don’t have to listen to a coughing, sneezing YandereDev talking about the Mysterious Obstacle!

With that said…while I was making this video, I realized that there is some important information I failed to mention. Usually, when I realize this, I simply record some new voiceover and insert it into the video….but that’s not an option this time; my throat is way, way too jacked-up to provide a pleasant narration right now.

So, in order to provide you with the information that I really wish I had communicated in the video, I have to settle for writing out a blog post. Without further ado, here’s what I’d like to say:

“Are you finished working on Raibaru?”

Nope! The point of the video was to reveal the nature of the Mysterious Obstacle and justify her existence from a game design perspective. The point of this video was not to announce the completion of the MO. The good news is that very little work remains to be done; at this point, I only need to implement a handful of miscellaneous conversations between Raibaru and Osana. The MO will reach 100% completion very soon, probably within the next 2 weeks.

“When will you release a build containing Raibaru?”

I’m sorry if this disappoints you, but I won’t release a build containing Raibaru until Osana is finished. As a game mechanic, Raibaru’s existence only has meaning if Osana is present. If Osana is not present, there is no reason for Raibaru to be accessible in the debug sandbox. They are a co-dependent pair; there’s no reason to implement one without the other. In short, you’ll have to wait several months to actually encounter Raibaru in-game.

Yes, you can probably modify the game’s code in order to spawn Raibaru, but if you do this, the Raibaru that you spawn will probably not be an accurate representation of the final Raibaru. If you manage to spawn Raibaru and figure out a way to eliminate her while she’s still a work-in-progress, whatever method you used may be ineffective on the final Raibaru.

“How much more work needs to be done on Osana?”

I’m hesitant to provide a specific percentage or bullet-point list, since it’s possible that I’ll forget about something and remember it next week. At this point in time, the tasks that jump to mind are:

  • Finishing work on Raibaru
  • Implementing Osana’s suitor
  • Implementing Osana’s “Befriend or Betray” side-quest
  • Making sure that none of her pre-existing events have broken since the last time I worked on her
  • Testing absolutely every elimination method and fixing all bugs / exploits / game design flaws that I encounter

Wow – it’s really not a large number of tasks, when I think about it! I’ll update this bullet-point list in the near future if I suddenly remember something important that I forgot about.

There are also a few other questions I’d like to answer pre-emptively. Please click “Continue Reading” to see!

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July 1st Bug-Fixing Build

July 3rd Edit: I uploaded a minor bug-fixing build. Changelog at the bottom of the post.

I’m very, very sorry; the Mysterious Obstacle isn’t ready yet! I hope you’re not too disappointed with me…

I was genuinely trying my hardest to implement the Obstacle by July 1st, but as the deadline grew closer, it became increasingly apparent that July 1st was never a realistic deadline to begin with. I could write an entire blog post about the numerous things that hindered my progress over the past 2 weeks, but it would probably sound like I’m whining, and I don’t want to subject you to that. So, instead, I’ll just do the best I can to implement the Obstacle ASAP.

Unfortunately, there is an additional complication that you should be aware of. Anime Expo is happening in a few days, and it’s extremely important to me to attend the convention. It’s like a mandatory religious pilgrimage for me; abstaining from the expo is simply not an option. This actually throws a big monkey wrench into the Mysterious Obstacle situation…

On July 3rd, I will be traveling to Los Angeles so that I can attend Anime Expo from July 4th~7th. On July 8th, I will be returning home from Los Angeles. So, if I can’t complete the Obstacle before July 3rd, it means that my next opportunity to resume work on the Obstacle won’t be until July 8th. What unfortunate timing! I really, really didn’t want the Obstacle to be delayed that long, but that’s what the situation currently looks like.

I’m very sorry to anyone who is disappointed by this news. Hopefully, you can forgive me and wait until July 8th~15th to see me finally unveil the Obstacle. I’ve put a lot of work into her, and I really, really hope that she’s going to be worth the wait!

In the meantime, I have something more positive to share with you; yesterday was my birthday, and a countless number of people sent encouraging messages to me, expressing their appreciation for Yandere Simulator, and wishing me a happy birthday. Two of the most touching messages actually came from the Russian and Ukrainian fan communities, who have consistently sent me very sweet and heartwarming videos for the past 5 years. Here’s what they created for me this year:

I was feeling really sad when I realized that I wouldn’t be able to implement the Obstacle by July 1st, but seeing these heartfelt videos filled me with strength and motivation to keep working as hard as I can! I’m super grateful that the Russian and Ukrainian communities still have faith in me; it means the world to me!

As long as I am sharing videos, I’d also like to share a song created by Michaela Laws, the voice of Yandere-chan; it’s a song from Yandere-chan’s perspective, and Michaela did an absolutely outstanding job writing lyrics that appropriately convey the nature of the character – as she always does! Please check out her work!

I feel guilty if I let two weeks pass without releasing a new build, so I’ve prepared a bug-fixing build. It doesn’t contain the Mysterious Obstacle, but it’s a lot less buggy than the previous build. Click “Continue Reading” to see a changelog!

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Answering A Fan’s Questions

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:

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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Intro Cutscene Preview and Bug-Fixing Build

The intro cutscene is almost finished! After some final adjustments to the music and animations, I’ll put it into the game. I’ve been working on other features, too, but I’m not ready to show them to you just yet. I didn’t want to let a month pass without showing signs of progress, so I’ve decided to give you a short preview of the intro cutscene. I hope it makes you excited to see the final version!

Additionally, I’ve prepared a new build with some bug fixes and minor additions. Click “Continue Reading” if you’re interested!

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