However, I feel that this is a good starting point. It can be polished and refined in the future. I simply wanted to set down the framework movement, camera, win/loss criteria, etc. This is only “version 1” basically just a prototype. That’s right it’s a beat-em-up combat system! So, with all of these factors in mind, I set aside a few days to put something new into the game: Also, my upcoming plan to “put 10 rivals into the game in a timely fashion” involves a feature that would require the use of new combat mechanics. To do this rival justice, the game would need a completely different type of combat system one that would only be used in certain outside-of-school situations. Yandere Simulator’s current combat system just isn’t appropriate for fighting against this rival, or for participating in her conflict, either. One of Yandere Simulator’s rivals will have a storyline that involves a very strong emphasis on combat her violent history, her physical prowess, her ongoing conflict with a group of dangerous individuals, etc. In a video that I released in December of 2020, I mentioned the rejected beat-em-up proposal, and I actually saw a lot of enthusiasm for the idea in the comments! Many people seemed to think that it sounded like a very cool idea! To be honest, ever since 2016, I’ve never been able to stop thinking about the concept, or coming up with potential reasons for Yandere-chan to engage in a brawl. After seeing so much negative feedback, I announced that I would abandon the idea of putting a beat-em-up combat system into the game. A lot of people thought that the idea of a schoolgirl beating up a bunch of grown men was just way too outlandish. When I initially suggested this idea, the proposal was met with a very negative reaction. This would require adding a beat-em-up combat system to the game. To make the method more interactive, I proposed a new idea: Sometimes, helping a rival might involve beating up a bunch of people for her. However, it was mostly just a bunch of cutscenes, with very little actual gameplay. In 2016, I implemented the Befriend/Betray elimination method into Yandere Sim. Depending on how you feel about it, you might say, “Huh? What? Why did he add this to the game? Did the game really need to have this? Didn’t he say a long time ago that he wasn’t going to put this feature in the game? What was he thinking?!” So, I’ll take a moment to provide an explanation… However, it’s worth mentioning that one of the additions I’ve made to the game in this build is probably going to be completely unexpected.
As of this build, I feel that the demo has changed enough to have taken another step forward, so I’ve updated the title screen to say “REVISION C”! That was to mark the moment that I considered the demo to have made a significant step forward, like moving from “A” to “B”. You might have noticed that, at some point in time, I put the words “REVISION B” on the title screen. Basically, wrapping up every last loose end before I finally turn my attention to putting 10 rivals in the game!
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It was just one thing after another! It felt like I was never going to find a good opportunity to finally turn my attention to that big text file that had been waiting patiently on my desktop for years…but, at long last, the time has come! The past couple of weeks were all about making a series of long-overdue changes and additions to the game. And after that, I wanted to make a video talking in depth about the game’s history, and my personal game design philosophy. After that, I wanted to make improvements to Raibaru. After that, I wanted to fix some more of the game’s flaws. After improving the demo, I wanted to make a bunch of videos about all of the ways that the demo had changed. A lot of these tasks and features were long overdue, but I decided not to begin working on that checklist until after Osana was complete.Īfter I released Osana, I wanted to collect players’ feedback and improve the demo. Click “Continue Reading” to see the rest of the post – along with another illustration by Keimoneuwu!įor a long time – probably since 2014 – I’ve had a text file sitting on my desktop with a big checklist of incomplete tasks and missing features that needed to go into the game before it could be considered complete.