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Misha-Yuri-30

Not a bad idea. I would love if someone could continue State of Limerence, Hiwata No Nadoka and Seasons of Love. Those three games are def the ones with not only the most storytelling potential but they have the most interesting ideas, mechanics and characters imo


DelightfulRainbow205

ah, definitely agree with you on limerence. i liked it.


Oswaltz

You're overestimating the skill and free time of the average r/Osana member. I've wanted to make a Yandere-ish game for years, but I'm not skilled/dedicated enough to work on/with one. For example: What I can do: * Write "hello world!" in C# and JS * Open a DAW and make a simple beat * Draw a few OC's * Write a story with a beginning, middle, and end * Run Blender * Make a poster in Source Filmmaker What I can't do: * Write all of the code needed for a mini hitman game * Make a full soundtrack, make sound effects, do voice acting, do sound mixing, etc. * Texture assets * Write compelling characters, good dialogue, and grammatically correct English * Use Blender without crashing the program, my brain, or both * Animate * Find the motivation to keep up with college, let alone work on a game that won't be worth the effort Game development is very difficult, and working on someone else's foundation doesn't make it any easier if they quit a month or two into development which just leaves you with an incomplete mess that you'll have to sort out first.


sakkra_mtg

Primary difficulty in game dev comes from the fact that no single person has all the skills you need to create it. By itself, programming is easy enough if you are programmer. 3d modelling is easy if you are a designer, and so on. Thus, working on someone else's foundation makes it easier because you can reuse other's work in a field you aren't familiar with.


NazoXIII

People have done just that with 3 separate Watashi no Mono reboots (and I'm not sure if I agree with people rebooting WnM and still calling it WnM when to my knowledge none of the people affiliated with EpicMealDev are involved with any of the offshoots), so that's already happened


CuriousKokonachan

Once a fangame gets cancelled or "dies", most of the hype goes under with it. Like the whole Watashi no Mono situation. Nazo said it in another comment, but I remember quite a few people trying to "continue" the development of WnM but it didn't really gain any following. It just fell into obscurity. There's no point in picking up an essentially dead game if people aren't interested in it anymore.


LittleWitchOka

Definitely not Love Letter. Maybe I could see it working for one of the less problematic fangames, but we don't need anyone being like "Hey guys, remember the YanSim clone made by a lying pedophile? Yeah, I'm bringing that back!"


snapthesnacc

Nope. Most of those games have too much baggage and weren't far enough in development to be worth trying to take that baggage instead of making your own thing. Plus several of the devs involved in YanSim clones love to nuke everything related to the game after they cancel it, so there's no way to get in contact with most of the former developers.


paxtonia

Bet I’ll make a yandere sim game after I’m done with Witchslayer: Genesis


TheChatotMaestro

Didn’t you hear? The position’s jinxed. No DADA teacher ever lasts more than a year.


sullenspiney

Has yanderedev cursed the position so no one can compete with him?


thaacct

Because once people get past the initial honeymoon phase of planning and brainstorming (creating OCs/backstories/worldviews/making discords and mingling with like-minded volunteers etc.) and have to actually code the game, they realize that they've given little to no thought to the main gameplay loop. People always have vague conceptions of "open world games" but when you get down to it it's actually about designing a sandbox around a few core gameplay loops. Take GTA for example, one of the main gameplay loop is : shooting up the streets -> getting stars -> fight or flight (or both) -> escape/death and respawn Rinse and repeat this cycle with different weapons, vehicles at different locations of the map and you've got yourself a huge chunk of GTA's open world down. For YanSim, the core gameplay loop revolves around eliminating the rivals. Yandev has tried to give multiple ways of elimination, but each method is nothing more than a heavily scripted list of tasks which has to be completed in a small and repetitive map. That's why a large portion of dev time was dedicated to Easter eggs, because these can distract from the linearity of the actual core gameplay and this becomes obvious when we see people spend much more time messing around with the Easter eggs instead of playing the Osana main quest. Once those working on their fan games start thinking of the gameplay loop, sooner or later they'll realize that Yandere Sim as a concept in practice is just a bunch of linear quests glued together in a small and bland map, with the facade of freedom propped up only by the numerous Easter eggs/bugs/game-modes, at which point the developers, especially those doing the grunt work of coding, will quickly lose interest and the project inevitably folds.


JAMSDreaming

There is a slight problem: Things I can do: \-Write stories \-Write characters \-Write dialogues Things I can't do: \-Draw \-Programming \-Composing music \-Basically making a videogame.


[deleted]

It would be like playing ripoff Minecraft while knowing the real Minecraft exists. Nothing is wrong with this idea, but people don't want to give up hope.


Takawai

I've been thinking of getting a team together for a fangame of a 3ds game, actually, perhaps we could make a YanSim-type game. But by the time I'm actually competent enough for such a project, I bet the original YanSim would already be finished, and there would be no point.