Yandere simulator game controls.Yanvania: Senpai of the Night
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Apr 15, · Yandere Simulator is a stealth game about stalking a boy and secretly eliminating any girl who has a crush on him, while maintaining the image of an innocent schoolgirl. This game is currently in development. A demo build is available here: Download Demo. Please keep in mind that the demo contains bugs, but is frequently receiving bug-fixing. Storage Room Easter Eggs. Bunny Ears. On a shelf at the right side of the room, lays white long bunny ears. This is a reference to Simply April. When picked up, Ayano will wear Saikou Company Cardboard Box. Carrot. Cheese. Cheongsam. Gameplay. Whenever Beldere-chan takes damage, she turns red and steps back, and her HUD health bar depletes. When she defeats zombies, she gains EXP, which is displayed on the green bar at the bottom of the screen. When her EXP bar turns completely green, she levels up, which makes her whip deal more damage.
Yandere simulator game controls.About – Yandere Simulator
Gameplay. Whenever Beldere-chan takes damage, she turns red and steps back, and her HUD health bar depletes. When she defeats zombies, she gains EXP, which is displayed on the green bar at the bottom of the screen. When her EXP bar turns completely green, she levels up, which makes her whip deal more damage. Smooth controls and attractive missions in Virtual Anime Girls High School Life 3D made this game addictive for all school game lovers as well as virtual yandere anime game fans. Complete The Tasks as per instructions, a bad girl is throwing ink on you and informing the Teacher about her act in the virtual anime school simulator 3d game. Storage Room Easter Eggs. Bunny Ears. On a shelf at the right side of the room, lays white long bunny ears. This is a reference to Simply April. When picked up, Ayano will wear Saikou Company Cardboard Box. Carrot. Cheese. Cheongsam.
Senpai will be mine. He doesn’t have a choice.
Yandere Simulator Help: Game Controls
Yanvania: Senpai of the Night | Yandere Simulator Wiki | Fandom
Yandere Simulator is a stealth game about stalking a boy and secretly eliminating anyone who seems interested in him, while maintaining the image of an innocent schoolgirl. A Yandere girl is a girl who loves a boy so much that she is willing to threaten, harm, or kill any other girl who seems interested in him.
The gameplay is similar to the Hitman series; you are put into a large environment filled with many NPCs, and you must track down a specific target and eliminate them.
You can use stealth to kill your target without any witnesses, stage an accident that leaves no evidence, or just slaughter anyone who gets in your way. If you don’t dispose of corpses, clean up blood, and destroy evidence, then the police might be able to link you to a murder and arrest you.
If you don’t want to get any blood on your hands, you can use social sabotage to get rid of a girl; frame her for one of your crimes, get her expelled from school, or ruin her reputation. If you truly want her to suffer, you could convince every other girl in school to bully her until she commits suicide and saves you the trouble.
If the boy you love witnesses you committing murder, he could never love you, and the game would be over. I plan to eventually put the game on Steam, but not until the game has reached a more presentable and respectable state. Currently, the player can customize their Senpai’s appearance at the beginning of the game.
At this point in time, I do not have any plans to allow the player to choose their gender. It is possible that it may become a “stretch goal” for the game’s eventual crowd-funding campaign. I have already seen several mods for Yandere Simulator. However, it is too early for me to say for certain how “moddable” the final game will be.
I am currently collaborating with a number of volunteer voice actors and actresses who are providing me with voice recordings. However, it is too soon for me to say whether or not the entire game will be voiced. I am grateful that you would like to help me out with the game. Once the game’s English script is final, I will make a blog post and ask for volunteers.
I can think of several very compelling reasons to change the game’s name to something that sounds more serious. However, at this point in time, I am not yet ready to decide upon the game’s final title. I have zero experience programming anything related to online multiplayer. It could take me a very long time to learn how to implement those kinds of features, so it’s not something I can promise at this point in time. Instead of attempting to implement online multiplayer myself, it might be a better idea to find a volunteer — or hire someone — who has experience programming online multiplayer modes.
For now, the protagonist is named “Yandere-chan”, and the object of her affection is named “Senpai-kun” or “Senpai-chan” depending on their gender. In the final game, Yandere-chan’s name will be something that sounds natural, but has “Yan” in it, so that her nickname can be “Yan-chan”.
Her final name will probably be “Ayano”. The game will take place over a period of 10 weeks. Each week, a new “rival” will appear and get a crush on Senpai.
You will have one week to eliminate her. Yandere-chan will not confess her love to Senpai until all rivals have been eliminated. Originally, I was not planning on allowing the player to interact with Senpai. I was imagining Yandere Simulator as a game about sabotaging a boy’s love life, with no gameplay that involves befriending and romancing the boy.
However, recently, I have been re-considering this. A lot of players have expressed that they would appreciate the ability to interact with Senpai in some way, and that Senpai should not accept a love confession from a random stranger. However, I have established that the protagonist cannot control herself in Senpai’s presence, so directly interacting with him cannot be an option.
Instead, I think it should be possible to leave anonymous letters and anonymous gifts for Senpai. This way, the player could develop a bond between Senpai and the protagonist without direct interaction. The strength of this bond would have an effect on the ending of the game. However, at this point in time, I have not yet committed to this plan. This is only an idea. I am only planning on including weapons that a student could reasonably find in a high-school.
The high-school in Yandere Simulator will have a wide variety of clubs, so there should be a lot of potential to find interesting weapons. There will probably not be any projectile weapons or guns in the game. I’ve come up with a list of about 30 weapons that I’d like to have in the final game.
These weapons won’t be available in the game’s first official demo, since I don’t want to give away too much in the demo. For now, the scope of the game is limited to the school, the protagonist’s house, and one street. I would love to include more environments in the game, but each environment would require modeling, texturing, sound effects, unique characters with unique animations, etc. For each environment I’d like to add to the game, I’d need a team of volunteers willing to create it, or I’d need a large budget so that I could hire some people to build more environments for me.
At some point in the future, I may release Yandere Simulator on multiple platforms. However, right now, I am only releasing builds for Windows PC. There are two main reason for this: 1 I only have a Windows PC. I don’t own any computers using the Mac or Linux operating systems. I’d just be throwing a build onto the Internet and praying that people can run it, with no real way to debug it if it doesn’t work.
Within Unity, the process of switching from one platform Windows to another platform Max, Linux requires Unity to re-import every one of the game’s assets. See the box that appears onscreen, 1 minute and 21 seconds into this video? But, Yandere Simulator is a huge game with thousands of assets, so when I click that button, it hangs there for about 15 minutes.
Exporting a new build takes 15 minutes, too. I can’t justify working on multiple platforms right now; so I will be maintaining my focus exclusively on PC for the time being. I won’t begin to consider exporting Mac or Linux builds of the game until after the first official rival is implemented.
Regarding the possibility of releasing Yandere Simulator on console Yandere Simulator may seem like a simple game on the surface, but it is actually an extremely complex game.
It is extremely unlikely that a mobile device such as an iPhone or Android could ever run the full version of Yandere Simulator. In order to run on a mobile device, the game would have to be simplified so much that it wouldn’t even be the same game anymore.
I am currently receiving some very useful programming assistance from some trusted volunteers. I don’t need to ask for any more programming help at this point in time. Yandere Simulator will be free until I am ready to include two rivals in the game.
After that point, the game will have so much content that it will no longer be reasonable to give it away for free, and I’ll have to start charging money for it. The price and release date of the final game will depend on a lot of different factors that are too difficult to estimate at this point in time. I’m YandereDev! I worked at a video game company for 3 years, then left to become a freelance programmer and pursue my dream of becoming an independent game developer.
I don’t have any problem with that, as long as you’re only using the models for a parody video, and not a video game that you will charge money for. I don’t think it would be wise to plan a sequel before the original game has been finished All of the above factors critical reception, financial success, fan demand, my own feelings will be considered when deciding whether or not to develop a sequel.
The original plan was that it would only be possible for the player to kidnap rivals. Right now, it’s possible for the player to kidnap non-rival students because I needed to be able to easily test the kidnapping feature, even without a rival implemented.
I don’t know whether or not I will expand the kidnapping feature to allow the player to kidnap anyone, or implement the kidnapping feature as originally intended: as a feature for rivals only. I won’t publicly announce the sexualities or gender identities of any of the characters, and there won’t be super-obvious clues within the game.
If students carried bookbags, this would result in a lot of changes to their routine. They would have to start their day by going to their classroom and putting their bookbag on their desk; they wouldn’t be able to go about their normal routine until they had done this. They would also have to collect their bookbag from their class before leaving school for the day.
To design a challenging experience for the player, I need complete control over exactly where a student will be standing, and exactly when they will be standing there. Adding bookbags to their routine would complicate the routine, so it’s not likely to be something that I’ll add to the game.
I think it would be really cool if the school changes on certain days, like holidays or festivals. It would be a lot of fun to design challenges or elimination opportunities around once-a-year school events. However, adding a bunch of holiday-themed decorations to the school would require a lot of assets, and changing every student’s routine to be related to the holiday would also take a lot of time.
Although I think this type of feature would be really cool, it’s something that I can’t really guarantee and don’t really want to promise, because I know that it would create huge amounts of work. The game’s current “Easter Eggs” aren’t really hidden; you just open a menu and press a button to activate them.
In the future, I think that the player should have to meet some very, very specific criteria to activate an easter egg – for example, dismembering 10 students’ arms in order to unlock the “Demon Arms” easter egg. The player might also have to enter a cheat code at the main menu to enable the use of easter eggs or supernatural events. Entering this cheat code and using an easter egg would prevent the playing from being able to acquire any Achievements, and would result in a “non-canon” joke ending.
The only way to get a proper ending would be to avoid the use of any cheats or easter eggs. As for debug commands, there might be a way to access them in the final game, but it will involve entering a password at the title screen and will disable Achievements. It’ll depend on a large number of factors, most of which I can’t accurately predict at this point in time. Then, if there is demand for additional content, I’ll design and develop DLC, such as additional rivals to eliminate.
Then, if there is demand for a sequel, a prequel, or a spinoff game, I may begin developing Yandere Simulator 2. By the time Yandere Simulator is finished, I’ll have all of the assets necessary to create a game set in a Japanese high school.
So, I might create a game that re-uses many of the assets used to create Yandere Simulator. However, by the time Yandere Simulator is finished, I might be sick of Japanese high schools, and I might never want to make a similar game ever again. In this case, my next game will be completely unrelated to Japanese high schools.