

These inaccurate statements are allowed to run wild because most people don't know enough about computer code to realize that they aren't hearing true or valid statements. The majority of statements that people make about Yandere Simulator's code aren't actually valid or accurate in the first place. For example, a long chain of if-else statements can't possibly harm a game's framerate if it's in a function which only runs for one frame and never runs again.

There are a lot of myths about Yandere Simulator's code. However, I intend to stick with the original plan: hold a crowdfunding campaign, hire a programmer to replace me, and then go through a refactoring phase. 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. 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. It only needed to serve one simple purpose allowing people to experience a playable demo so that they could make an informed decision about whether or not they'd like to support the crowdfunding campaign. The game's current code was never meant to be final, just functional. To be honest, there is no point in analyzing code that was written under the circumstances described above. 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.) 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.

#YANDERE SIMULATOR DISCORD SOFTWARE#
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. During this phase of the game's development, I wasn't trying to write clean or efficient code I was prioritizing the act of putting cool new features into the game as quickly as possible, so that I could make frequent uploads to YouTube. In order to maintain a steady upload schedule, Yandere Sim was developed almost exclusively in "crunch time" from 2015 to 2017. I committed to a "new video every 2 weeks" upload schedule, which required me to hastily slap features into the game without regards for optimization or long-term maintainability. (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.) DetailsĪround 2015, when Yandere Simulator got popular on YouTube, I felt a lot of pressure to upload content as frequently as possible. My goal, since the beginning, has always been to hold a crowdfunding campaign and hire a programmer to replace me. I explained all of this thoroughly in a video from 2018, and everyone seems to have forgotten about it: The code was written very quickly so that I could upload videos to YouTube on a regular basis. The current code is temporary placeholder code that was written purely to provide a playable demo that lets people get an idea of what the final game is supposed to be like.

The current code was never intended to be in the final retail version of the game. Anyone who has performed a technical analysis of Yandere Simulator's current code has wasted their time.
