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- ///// SHORT VERSION /////
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- Anyone who has performed a technical analysis of Yandere Simulator's current code has wasted their time.
- The current code was never intended to be in the final retail version of the game.
- The current code was written so I could provide a playable demo that lets people get an idea of what the final game is supposed to be like. The code was written very quickly so that I could upload videos to YouTube on a regular basis.
- I explained all of this thoroughly in a video from 2018, and everyone seems to have forgotten about it:
- https://www.youtube.com/watch?v=8vT-97qiaNQ
- My goal, since the beginning, has always been to hold a crowdfunding campaign and hire a programmer to replace me. I've been saying this for years.
- (In the event that Yandere Simulator's current code is used as a base for the final game, all of the current code would, obviously, be refactored and optimized first.)
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- ///// LONG VERSION /////
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- Around 2015, when Yandere Simulator got popular on YouTube, I felt a lot of pressure to upload content as frequently as possible.
- I committed to a "new video every 2 weeks" upload schedule, which required me to hastily slap features into the game as fast as possible.
- As a result, Yandere Sim was developed almost exclusively in "crunch time" from 2015 to 2017. During this phase of the game's development,
- I wasn't focusing on optimization or long-term maintainability whatsoever; I was thinking exclusively about putting cool new features into the game as quickly as possible, in order to maintain a steady upload schedule.
- My plan, which has remained unchanged since the beginning of the game's development, was to produce a cool demo, hold a crowdfunding campaign,
- and use the money to hire a professional software engineer to completely replace me as Yandere Sim's lead programmer.
- I never intended for my code to be the game's final code; just the placeholder code that would be good enough to produce a playable demo that shows off most of the game's intended functionality.
- I explained this thoroughly in a November 2018 video titled "What's Going On With Yandere Simulator's Development?" (However, it seems that most people have forgotten or disregarded this video.)
- To be honest, there is no point in analyzing code that was written under the circumstances described above.
- The code was never meant to be final, just functional, in order to allow people to experience a playable demo before putting any money into a crowdfunding campaign.
- Reviewing the code in its current state is about as meaningful as reviewing the earliest rough draft of a novel, instead of reviewing the final published work.
- I'm fully aware of which scripts are sub-optimal, and I know exactly what would need to be done in order to improve them...but refactoring dozens of scripts would significantly delay the game's development,
- which is a sacrifice I'm not willing to make at this point in time, when I'm less than 2 months away from releasing Osana. I intend to stick with the original plan: release Osana, hold a crowdfunding campaign,
- hire a programmer to replace me, and *then* go through a refactoring phase.
- There are a lot of myths about Yandere Simulator's code.
- Most people seem to be unaware that a function which only runs for one frame cannot possibly harm a game's performance.
- The times when I use expensive operations (string comparisons, GetComponent, long if-else chains) are almost exclusively only in functions that run for one frame and never run again.
- The Unity profiler tells me that the CPU is spending an exceptionally long time on rendering, physics, pathfinding, and updating the UI.
- Even the game's most inefficient, sub-optimal scripts are barely putting a dent in the FPS; the other factors are far more important.
- In January, my average framerate was 30 FPS, but in May, my average framerate jumped up to 55 FPS.
- This was not achieved by converting if-else statements to switch statements, but by optimizing occlusion culling and removing unnecessary physics operations.
- In the end, I severely regret my decision to commit to a "new video every 2 weeks" update schedule.
- In order to implement major features on a tight deadline back-to-back for multiple years, I had to make numerous personal sacrifices.
- Remaining in constant crunch time for a period of two years put me into a state of severe burnout, and had a tremendous impact on my physical and mental health.
- Because I have remained fully committed to Yandere Simulator for 6 years straight, I have never truly had an opportunity to recover from that burnout, and remain in that state to this day.
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