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There might be people who are interested in learning about things like this, so I've decided to share a short video clip with you!

Kizana's week will involve a school play. A bunch of backdrop models have been created for the play. One of those backdrops is meant to have a balcony for Kizana to stand on.

I can't simply tell a modeler "Make a me a balcony" and instantly receive a perfect balcony that is exactly what I need. What is the height limit? How steep can a stairway be before the game no longer considers it to be a valid surface for a character to walk on? What is the bare minimum amount of empty space that the balcony needs to have in order for a character to stand on it? How high should it be off the ground relative to other characters?

In order to find the answers to these questions, it's necessary to "prototype" a balcony using primitive shapes like cubes, and borrowing models from elsewhere in the game.

It takes a while - it's a bit tedious and time-consuming to line up all the pieces - but work like this is essential in order to provide a 3D artist with the information they need in order to deliver a model that can be used within the game.

"The staircase must be 1 meter wide, 2 meters tall, and 2.4 meters long." "The doorway must be 1.65 meters tall." etc.

When people imagine me "working on the game," they might picture me writing lines of code. However, writing code is only 20% of the work. 80% of the work is speaking with 2D artists, 3D artists, animators, composers, and potential voice actors, and a large part of that process is finding reference material so that I can show them exactly what I need. And, when reference material can't be found, it needs to be made - by hand - piece by piece - no matter how tedious it is to put it together.

This aspect of game development never gets any mention and is very rarely ever gets considered or discussed, so I thought I'd share a video to help people develop a more accurate mental image of my daily responsibilities.

I hope it was interesting, or educational, or...something!

Thank you for supporting the development of Yandere Simulator!

Comments

Skulloks

Kizana challenge 👀👀

Juno

Are you thinking of adding Kizana challenge similar to Amai’s?

YandereDev

I'm sorry; I strongly doubt that there will be a "Kizana Challenge," or any other rival challenges. Instead of spending time creating challenges, I would rather spend my time working on the actual rivals.

Jose

I feel like having a sand bag is out of place, perhaps studio lights like the concept art for kizana's elimination. do you plan on changing it or is that how it will be in the final release of kizana

YandereDev

I also really dislike the look of the sandbag. The modeler did a 10/10 job, but it looks "wrong" because it's very, very clearly visible from the audience's perspective, and because the actress' head would almost be bumping into it while she's on the balcony. I'll consider some alternatives. Studio lights are one option.

Stoney Garza

A lot of people think video games is just pressing a button and suddenly everything is made, but this shows people how complicated it really is.

Skuld

It is indeed educational. I’ve been wondering about the space and proportions of the environment for a while. Some structures like the stalker’s house feel disproportionate, too wide for what it should be. And so I wondered if it was because of the player’s ability to walk around without being constantly blocked by walls, furnitures, etc. This video helps me understand how environment physics work in YS, thanks 👍

YandereDev

This is the image used to design the layout of the stalker's home: https://i.imgur.com/yZJ9e2m.png According to this design, the hallways would have been 3 meters wide, and all walls would have been 1 meter thick, resulting in a very, very weird house. The modeler, thankfully, didn't build the house as an exact 1:1 copy of the layout image, and instead used discretion to decide how wide hallways and walls should be, while keeping the overall layout faithful to the original design. Mistakes were made with this environment that won't be repeated for future environments.

Skuld

Oh this is not a reproach. I’ve had experience as a 2d indie game developper and 3d sure looks like quite the head-scratch. I know that if there’s an environment space issue you’ll fix it, even if it takes time. I've always expected environment size to be changed and established in the final development of the game. Because for now it’d be difficult and time-consuming to change the scale of environment mid-development. Thx for the reference sheet btw, I love these kind of materials.

WWE Jay Gaming

Hey Dev, The cannon Eliminations for 202X mode, do you plan on making them different from the 1980s mode cannon eliminations. Cause right now with the little hint you gave us, it’s looking the same.