Over the span of Yandere Simulator’s development, a lot of individuals have expressed an interest in learning how I spend my time exactly. On the day-to-day basis, those numbers can change. If another update doesn’t involve voice acting, then “Speaking to Voice Actors” drops to 0% for a while. If the next update involves a great deal of animations, then “Speaking to Animators” jumps up to 20% for a little. And, obviously, “Making Videos” doesn’t happen every single day, but if taking a look at a 2-week period we’re, it’ll probably take up about 5% of my time sooner or later.
There are also a lot of miscellaneous things which i didn’t bother adding to the pie graph because they each take up less than 1% of my total time. Speaking to manufacturers about potential products, speaking to web developers about the web site, speaking to publications who want an interview, etc. All of this stuff adds up…but, independently, it doesn’t have much put on a pie chart. 150 e-mails every day. This was very frustrating, which resulted in me making numerous “Stop E-mailing Me! Fortunately, I could report that things have improved since then significantly.
Recently, I’ve only been making your way around 50 e-mails every day. This is certainly an improvement over how things were before. The quantity of e-mails which i currently get every day is easily controllable, and will not impose serious problems on the game’s development. Out of all the e-mails I get every day, about 50% of them need no answer, or can be solved within 10 secs.
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The other 50% are very significant and important e-mails from volunteers. If I didn’t remember to correspond with those volunteers, then your game wouldn’t have most of the content it currently possesses. It’s true that responding to these e-mails gives me less time to really program the overall game, but it leads to super-talented individuals producing excellent content for the game also.
If I get a bug survey, I stop reading e-mails to look fix the bug. EASILY get a fresh asset, I stop reading e-mails to visit plug the asset into the game. By enough time I am done reading my e-mails, I have set numerous bugs and plugged in a number of new possessions / features. On most days, i am taken by it about 6 hours to complete most of my e-mail, but that’s because I am repairing bugs and applying new features in-between e-mails.
On some times (only about two days monthly) it takes me about 12 hours to get through all of my e-mail. This only occurs if I go each day without being in a position to check my e-mail, meaning, day the next, I’ll have the standard amount of e-mail to read and reply to double. How come the game’s development so slow? Is it truly slow?
Or, is it moving at a completely normal pace actually? I’m following a different strategy with Yandere Simulator completely; Since day 1 I’ve been showing you the game’s development. I’ve shown you the overall game in an embarrassingly primitive state, and I’ve shown you every odd insect along the real way. It feels like you’ve been waiting a long time because you’ve been watching it every step of the way, which isn’t the situation for a normal game. At the time of this website post, Yandere Simulator has been in development for 27 a few months and is around 45% complete.
That’s a pretty normal speed for an ambitious game with a sizable scope being made by an extremely small team. I’d have much more time to create code easily wasn’t spending fifty percent my day matching with volunteers. You might think that the apparent solution is to bring some people on-board the task to serve as Leads so that I don’t have to invest my time carrying out Lead responsibilities. However, if I do appoint a bunch of Leads even, I would still have to try out the role of the game’s director (communicating with the Leads every day) which wouldn’t be any different from the problem that I’m currently in.
Being a Lead is an extremely demanding and time-consuming job. The type of individuals who are qualified to be Leads usually won’t do it for free. This is the nature of a casino game project where the lead programmer is also responsible for…well, literally every part of the game’s development; there is hardly any time in your day for writing code and adding features. That is why the game’s progress can happen to be slow; it’s because absolutely everything that occurs must pass through a bottleneck who is named “YandereDev”.