In class, the player is able to allocate "study points" to different school subjects, which grant different kinds of buffs. The player can choose what club to join at school, which grants certain benefits and buffs. Classes begin and end at certain times of day, and student behavior changes based on the time of day. YD: I definitely don't want anyone to think that the game is just a ripoff of Hitman where the protagonist has been replaced with a schoolgirl, I'm going to try and include a lot of "school sim" mechanics to differentiate my game from Hitman as much as possible. How in depth will the school system be as well? TR: You have likened the game to Hitman and Bully, however most screenshots and footage has just focused on the killing. ![]() This game is never actually going to be made." I felt determined to develop the game myself, just to prove him wrong. So, in summary, Yandere Sim was born because I saw an inexpensive asset and because I felt a petty desire to prove someone else wrong over the Internet. A lot of good suggestions came out of that thread, which inspired me to make a game based on all the ideas that everyone shared. The turning point was when some guy in the thread said something to the effect of, "This thread is pointless. I made a thread on a message board and asked people how they imagined the mechanics of a game that simulates the experience of being a yandere girl. ![]() He suggested a game about a juvenile delinquent schoolgirl, and I responded "Why stop at delinquency? Why not be a serial killer instead?" and from there I started imagining the idea of a game starring a yandere girl. It began when I saw a cheap schoolgirl model on the Unity asset store, and asked my friend what kind of game he would make with a schoolgirl as the main character. YandereDev: The game's origin story might sound a little underwhelming. TechRaptor: First off, where did you get the inspiration for Yandere Sim?
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