I’ve prepared a new build with a bunch of bug fixes, and also something else that I believe is quite a significant change to the game – a new “aiming” system.
I wanted to make a video thoroughly describing every detail of it, but I am extremely sick right now with the worst sore throat I’ve ever had in my life, so I had to cobble together a “no narration, just text on screen” video to demonstrate what’s new. (I haven’t done that since 2014…)
Mouse and Keyboard:
- Hold right mouse button to aim, click left mouse button to throw.
- Hold left trigger to aim, pull right trigger to throw.
(Yes, that’s right – same controls as aiming the camera and snapping a photo!)
Currently, this new form of aiming only works with two objects – the bang snaps and the stink bombs. I think that this aiming system should be used by any object that can be thrown, such as the car battery. However, I think that the animation for throwing a car battery should look way different than the animation for throwing a small handheld object, so I won’t implement this feature for the car battery until I get a different throwing animation.
Actually, speaking of the animation…the current animation is all wrong. Since Yandere Sim is meant to be a stealth game, the protagonist should be trying to perform a subtle throw, more like this:
I’ll ask an animator to make me a “subtle aim” and “subtle throw” animation, but there is no guarantee when it will get finished or implemented into the game.
I’m thinking about letting the player switch between two aiming modes: “Subtle” and “Obvious.” The subtle aim would not look suspicious until the moment that the throw occurs, and it wouldn’t allow you to throw very far; just a few meters. But the obvious aim would look much more suspicious (basically looks like you’re about to throw a baseball at top speed) and would allow you to throw much farther. It all depends on whether or not I get the animations.
For now, the way it’ll work is that it’s not suspicious to aim, and it’s only suspicious to throw. This is because I lack the animations necessary to switch between a “subtle aiming” and “obvious aiming” state.
Oh, you’ll probably get a “stuck in aiming state” bug if a student council member catches you throwing, so try not to let that happen. It’ll be fixed in the next build.
By the way, I think it would be trivially easy to update this aiming system to accommodate a “throw knife at student’s head for instant kill” feature…but if it does get into the game, it’ll have to be as an easter egg, since it would probably be one of the most imbalanced features imaginable.
Normally, I would have waited until the 15th to upload a “new feature” build, but there were some critical bugs in the game that I really wanted to fix ASAP, so I’m uploading a new build sooner than usual. For that reason, there most likely won’t be a build on the 15th this month, even though development will continue.
To read a list of the things I fixed in the latest build, click “Continue Reading.”
- Since the Language stat has a special benefit that is exclusive to 1980s Mode, the description of the Language stat now changes when you’re in class in 1980s Mode.
- If a rival was planning to confess her love to a boy and even put a love letter into his locker so she could confess her love to him under the cherry tree, and then the boy was killed on the way to the tree, the rival would confess her love to Senpai. This is a bit too weird/goofy, so it has been changed; the game will now consider a rival to be eliminated through “Matchmaking” if she falls in love with another boy enough that she wants to confess to him, even if that boy dies before the confession can take place.
- It was possible to kill the faceless “Empty Husk” students in the “Final Test” tutorial. This, by itself, was not a big problem. However, it was possible to trick the game into thinking that the tutorial had been completed by killing a Husk and disposing of her body. This was an exploit, so it had to be removed. The player will now get a game over for killing the Empty Husks.
- If Raibaru tried to apprehend Ayano while another student was in the middle of a physical struggle with Ayano, the “Raibaru game over” cutscene would play with Ayano still performing the struggle animation. This bug has been fixed.
- If the time of day switched from “Lunchtime” to “Classtime” while a student was dying of poison, the student would abruptly snap out of the “dying” state and go to class. This bug has been fixed.
- It is no longer possible to crawl underneath the fallen bookshelf in the library, since crawling under that bookshelf and then standing would have caused a bug.
- If the player befriended Osana, she would still eat lunch with Senpai every day, despite stating that she would stay away from him. This oversight has been fixed.
- Fixed bug that would cause some objects to believe that they had just been interacted with if the player interacted with an adjacent object.
- Added a better collision box to the bench in the school infirmary, because people were reporting that the bench “had no collision.”
- Fixed bug with Sakyu Basu’s unique stocking texture that was causing a bit of her stocking texture to appear on her fingertips.
- Fixed bug that caused Raibaru to perform a walking animation while moving at running speed during Osana’s bento event.
- Fixed pathfinding bug that would prevent Reiichi from being able to reach his destination in the Sociology Classroom.
- Fixed bug that would allow students to see through doors as though they were completely transparent.
- Students were having difficulty pathfinding in the school gym. This bug has been fixed.
- Fixed “flickering” that would occur in the doorframes of the school gym.