Phew! Finally, I’ve reached the point where these builds can start to be more about “miscellaneous improvements I wanted to make to the game” rather than bug fixes. There are still a lot of bug fixes in this latest build, though.
To read a list of everything that is fixed or changed in the latest build, scroll down past this beautiful artwork of Ryoba by OMGayano!
I’ve fixed some bugs and also made a small update to the “Alphabet Killer Challenge.” If you’ve played 1980s Mode to death and you’ve been searching for an new challenge to tackle, you might be interested in hearing about it!
To see a list of everything that is fixed or changed in the latest build, scroll down past this cool artwork by Denzel Adobas!
From now on, new builds might come once every few days rather than daily. I’ve run out of urgent issues to fix, and now I’m down to minor bugs and quality-of-life improvements. So, unless this build contains a problem that I need to fix ASAP, it will probably be the final build of the “Daily 1980s Bug Fixes” series.
To read a list of everything that is new or different in the latest build, scroll down past this Japanese cover of Star-Crossed Lovers, created using a vocal synthesis program NEUTRINO:
And in 2020, October 31st was the release date of Yandere no Sutoka, a parody of Saiko no Sutoka.
As you might have noticed, I’ve been busy every single day this month releasing bug-fixing builds for 1980s Mode. I simply didn’t have enough time to create a horror-themed minigame this year.
Last year, around this point in time, I had a dream. In my dream, I was fighting a witch by placing magical objects on a grid. Some of these magic objects protected me from the witch’s spells, and other objects would attack the witch. It felt like a video game; some kind of first-person, grid-based action game.
My dream was so vivid that I decided to make a game prototype based on the “mechanics” of the dream. Don’t worry, it didn’t take time away from development; I did it in my spare time, and streamed the whole thing on my Twitch channel. It only took a couple of days.
Since witches are spooky and my prototype is a sort of miniature game, it technically counts as a “horror-themed minigame”, so I’ve decided to release it to the public for this year’s Spooktacular!
Now, I’m just going to warn you, this prototype is basic. It’s probably only good for, like, 30 seconds of entertainment. However, I’m still kinda proud of it, since I managed to re-create my dream almost perfectly.
Interested in hearing more? As always, click Continue Reading.
For a really long time, there has been a bug in the game that made the player unable to pick up items or interact with characters. People have been reporting this bug for years, but I’ve never been able to replicate it, because it only occurs under hyper-specific circumstances that take a long time to reproduce.
Today, someone finally provided a set of relatively simple steps that allowed me to encounter the bug. After years of hearing about it but never being able to experience it, I have finally reproduced the bug for the first time…
…and I’m definitely going to need some help with this one.
This bug is different. This bug is weird. This is, like, the Final Boss Battle of bugs.
I am definitely not going to be able to solve this one without the help of a Unity generalist who has a deep understanding of the inner workings of Unity, because I think the problem is occurring within Unity itself, rather than an issue that is specific to a situation within Yandere Simulator.
If you are a Unity expert, or if you have an extraordinary amount of time on your hands to help me test various scenarios that may help me reproduce the bug faster, click Continue Reading.
Looks like all of the critical / game-breaking bugs have been fixed, meaning that now I can start shifting my focus to fixing minor issues that have been annoying people…and things that were annoying me personally!
To read a list of everything that has been fixed or changed in the latest build, scroll down past this amazing artwork by watercye!
Hello! Got a new build prepared with some quality-of-life improvements that you might be interested in. The first one concerns the “Reputation” feature of the game. First, let me take a moment to summarize how the reputation system works:
The player’s reputation does not update immediately after the player has performed an action that would impact their reputation. The player’s reputation only updates after students have had a chance to gather and discuss the player’s actions. To be specific, your reputation updates at three distinct times of day:
When you attend class after 8:30 AM
When you attend class after 1:30 PM
When you leave school and go home.
I attempted to design the Reputation Bar to display your current reputation alongside your pending reputation. However, it’s difficult to convey this kind of abstract concept visually, and I’m not a UI designer, so I didn’t do a great job of designing a reputation bar that communicates the difference between where your reputation is right now, and where your reputation is going to be in the future after people have discussed you. As a result, there are very few people who correctly understand the reputation system, and many players get confused when they think that the game isn’t acknowledging their reputation accurately.
To eliminate this problem, I’ve made a change to the game. Whenever the player has some “pending reputation” – positive or negative – a string of text will appear above the reputation bar clearly communicating when their reputation is going to update.
Hopefully, this will reduce – or outright eliminate – any confusion regarding the player’s current reputation and pending reputation.
There’s probably a more elegant way to communicate this information than just using a blunt sentence, but this is probably the sort of problem that can only be fixed with a bright idea from a professional UI designer.
Anyway! To learn about all the other stuff that I changed in the latest build, scroll down past this beautiful artwork of Ryoba drawn by likesac!
(Ryoba’s wearing the 202X uniform in this illustration because this artwork was created shortly before the release of 1980s Mode, before the design of the 1980s uniform was revealed. Still beautiful artwork, though!!)