One Yukkuri Place

SimYukkuri

Posted under General

Psycho2112 said:
How do I use it?

click on simyukkuri.jar, run it.

It's a java file so as long as you have java installed it'll run fine.

I updated the file to version 1.6. Please download from http://sourceforge.jp/projects/simyukkuri/releases/.

The new features are as follows.
- The Yukkuris, shits and food can be moved by the cursor.
- The Yukkuris watch out for the cursor for a while after getting the damage.
- Changed some images of Yukkuris.

If you have any request, please let me know. I am interested in your suggestions:-)

mimisuke

Looking pretty good, though I can't help but feel we need some sort of option to define if the yu's are nice or shits, I mean, the way they are right, it makes it hard for anybody wanting to be nice to them and breed them like a typical virtual pet, since they come off as ungrateful shits, if they were nicer the players could be nicer to them if they want a non abyuse playthrough.

It's that or some sort of system that lets you discipline them and improve their behaviour (though not sure if that one would be possible.)

Either way thanks for the good work mimisuke, the game is pretty cool.

PD: are you considering making them bounce around a bit? or system you're using to make the game makes it hard to do such thing?

1) some basic sounds would be nice. It would be easy to add as well.

2) Also maybe some animations showing different reactions when they get hit by hammers or needles.

3) I would like hunger to do something. Maybe yukkuris can act differently when hungry, eventually try to eat each other.

One problem i see is that the koyukkuris die easily if the food is very far away. Also the interaction between kos and parents needs some working.

I played around with this a bit and looked through the source code. Given how simple the mental model of the yukkuri is, it's impressive how much the game is able to do, but I think that implementing more complicated behavior will ultimately require the AI to be more complex.

Anyway, I like the increased interactivity in version 1.6.

Updated

Suggested English changes in the new version (commenting here, since I didn't see a place on the sourceforge.jp page for comments):

Reimu.java

"なんだかゆっくりできないよ!"
"I feel to be not able to take it easy!"

Suggested: "I feel like I can't take it easy!" or "I feel unable to take it easy!" or "I don't feel able to take it easy!"

Reimu.java

1. "おちょらをとんでりゅみちゃい!"
2. "りぇいむはおしょらをとぶとりさん!"
3. "おそらをとんでるみたい!"

1. "I feelu lyke flying!"
2. "Ryeimu idu mister flying bird!"
3. "I feel like flying!"

Suggested:

1. "Ich feewsh wike fwying!"
2. "Reimu ish mishter flying bird!" or "Reimu iz misder flying bird!"
3. "I feel like I'm flying!" or "It feels like flying!"

Marisa.java

"おちょらをとんでりゅみちゃいのじぇ!"
"I feel like flying!"

Suggested: "I feel like I'm flying!" or "It feels like flying!"

(No lisp for the baby Marisa?)

JusticeItEasy said:
It's that or some sort of system that lets you discipline them and improve their behaviour (though not sure if that one would be possible.)

Thank you for the suggestions. It is interesting. I will challenge it.

PD: are you considering making them bounce around a bit? or system you're using to make the game makes it hard to do such thing?

Do you mean some kind of animation when yu's are moving?
I'm sorry, I'm not good at English ;-)

poweryoga said:
1) some basic sounds would be nice. It would be easy to add as well.

2) Also maybe some animations showing different reactions when they get hit by hammers or needles.

3) I would like hunger to do something. Maybe yukkuris can act differently when hungry, eventually try to eat each other.

Thank you for the advice. Especially, I am interested in 2 and 3. I will try it soon:-)

danogoat said:
One problem i see is that the koyukkuris die easily if the food is very far away. Also the interaction between kos and parents needs some working.

I will fix the problem:-)

TakeItSlow said:
I played around with this a bit and looked through the source code. Given how simple the mental model of the yukkuri is, it's impressive how much the game is able to do, but I think that implementing more complicated behavior will ultimately require the AI to be more complex.

Anyway, I like the increased interactivity in version 1.6.

Thank you for the translation. It is very helpful for me, because I am not good at English.

I also think more complex AI is needed. Especially, I want add the interaction with each other. For example, if ko-yukkuri is damaged, adult yukkuri comes to help her. If ko-yukkuri dies, adult yukkuri feels sadness, etc. I will challenge it.

mimisuke said:
Do you mean some kind of animation when yu's are moving?
I'm sorry, I'm not good at English ;-)

Yes, I was wondering if at some point of the production, they could get a bit of sprite animation for their bounce, to make them a bit more lively while they move around.

JusticeItEasy said:
Yes, I was wondering if at some point of the production, they could get a bit of sprite animation for their bounce, to make them a bit more lively while they move around.

I see. I will make more animation:-)

I updated SimYukkuri to version 1.7.
I fixed the dialogue suggested by TakeItSlow-san and koyukkuri became more difficult to die than previous version.
And you can save and load the state of yukkuri.
Please enjoy :-)

The ability to move things around is a tremendous help, and being able to save/load the game is fantastic. Big thanks for adding those!

A problem with the more durable koyukkuri though: it seems impossible for them to die from refreshing. I had one refresh a dozen times in quick succession and it survived with no trouble.

Thanks for all your work thus far mimisuke! :)