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In the Osana demo, only the first 6 Schemes will have instructions that automatically advance whenever the player completes an objective.
OSANA YANDERE SIMULATOR HOW TO
I estimate that creating a functional Scheme for each of Osana’s elimination methods would add multiple weeks to her development time! That’s the last thing that anyone wants…but, without Schemes, people might not know how to access all of the content in the demo!įortunately, I arrived at a solution: Instead of editing dozens of scripts just to make the instructions update automatically, I have given the player the ability to advance the instructions by pressing a button! Because there are 17 elimination methods, that means there are at least 17 Schemes, which creates a tremendous amount of work. As a result, it is very – VERY – time consuming to make a Scheme become fully functional. Updating a multitude of scripts, testing the Scheme, and fixing any bugs related to the Scheme is a huge investment of time.
OSANA YANDERE SIMULATOR CODE
If a Scheme has 10 steps, this means that there will be 10 different places somewhere in the game’s code that are checking whether or not the player has just completed an action that should move the Scheme forward. In order for this to happen, there needs to be code checking whether or not a Scheme is active, and also checking whether the or not the player just completed a specific action. When the player completes that objective, the instructions update to describe the next objective. When a Scheme is active, some instructions appear at the top left corner of the screen. There are 17 different ways to eliminate Osana! Some of those methods involve complex scripted events, and even fully-voiced cutscenes! Because the Osana demo is packed with so much content, I think there is a very real possibility that most people who play the demo won’t even realize how many different options and activities are available! To ensure that players know exactly how much content is in the demo (and how to access all of it), I think it’s absolutely imperative that there is a Scheme for each of Osana’s elimination methods. If it wasn’t possible for the player to learn about elimination methods within the game itself, the player would have to go watch a video on YouTube if they want to learn how to do stuff, and that would just be lame.īefore you say, “That’s weird and unnecessary! No game has ever done that before!” I’d like to mention that Hitman 2016 had a functionally identical feature called “Opportunities.” In my opinion, going down the checklist of all Opportunities and experiencing all the content in a mission was one of the most fun aspects of the recent Hitman games. You may ask, “Why does the game need to contain something like this?” the answer is that the player should be able to learn any information they require within the game itself, instead of having to rely on third-party sources. “Schemes” are like walkthroughs that guide you through specific elimination methods. I’ll provide you with a couple of examples…but, first, I’ll summarize what Schemes are.
![osana yandere simulator osana yandere simulator](http://pm1.narvii.com/7111/dcdaa80a1aad95ea17d49d37600dcf6407ec403cr1-1232-1222v2_uhq.jpg)
That item at the top of the to-do list – “Create Schemes for each one of Osana’s elimination methods” – exposed a large number of issues that I had not anticipated, and fixing those issues ate up a huge amount of time. There is one particular checklist item that has taken far more time than previously expected. This is an indication that I’ve encountered serious bugs or game design flaws that are taking an exceptionally long time to resolve. If you’re watching the Trello checklist like a hawk, you might notice that, sometimes, hours will pass without any of the checklist items being checked off. You might be wondering, “Why does this phase of development take so long?” For a detailed explanation, scroll past this gorgeous artwork by Esther-shen! Instead of attempting to estimate Osana’s release date, I’ve decided to use “Trello” to create a page where you can see a live-updating checklist of every feature that I’m currently testing, and every issue that I’m currently fixing: The last thing people want is a buggy and unstable Osana, so I’m taking the time to fix bugs, remove exploits, resolve game design flaws, and improve anything that looks janky. This process has been revealing a lot of aspects of Osana that require fixes and improvements. When I test a feature, I don’t just test it once I test it about 5~10 times in a row, doing things differently each time, to make sure that there aren’t any circumstances that would cause something to break.
![osana yandere simulator osana yandere simulator](https://pm1.narvii.com/6405/8099b9185deb01027a35d41d405f8b312a3fddc0_hq.jpg)
However, I can’t release her until I’ve tested every feature related to her to confirm that everything is working properly – and that is a lengthy and elaborate process. Every animation, cutscene, gameplay mechanic, feature, model, scripted event, and voiced line related to Osana is in the game.