Tokyo Video Game Tycoon: Chapter 234 game bible
Chapter 234 The Game Bible
There was such a company in a previous life, they made a lot of money just by relying on a commercial game engine.
Billions of dollars in royalties and royalties earned from game engines alone each year.
Later, this engine is no longer limited to the development of games, but also plays a very helpful role in future film and television special effects production, as well as physics, chemistry, social humanities and other disciplines.
This company is called EPIC, and the game engine they develop is Unreal Engine.
This is an engine that more than 90% of game practitioners cannot avoid.
It is convenient and easy to use, especially for some small studios who are a little ambitious but not many people.
It only takes a dozen people to develop excellent 3D games, which greatly reduces the threshold for game development and the cost.
Zhu Yuxing intends to reproduce EPIC, but it is not a complete reproduction of their initial development trajectory, but a little more advanced.
The early licensing cost of Unreal Engine is actually not low.
But at that time, if you use Unreal Engine, it will be more popular, and mature game engines will be more stable, and you can reduce costs by at least 20%.
Then Unreal Engine takes 10% or even close to 20% of the revenue, and those game studios can only recognize it by pinching their noses.
This also caused some larger game companies to feel that the situation was not right and that they should not always hand over so much money to outsiders, so they all began to develop their own game engines.
Zhu Yuxing decided to lower the game share and license fee required at the beginning, making it easier for game developers to accept and rely on, and to provide all game development data details at all times, helping him to be more By optimizing the engine itself, it may really create a game engine giant that far exceeds the previous EPIC.
Norman hadn't slept all night, he'd been reading the documentation.
The basic operation mode of the game engine has been clearly described in the description file.
Even people who only know a little bit of programming basics can now make a simple game through this engine.
This is very magical.
Originally required a variety of complex and repetitive codes, and sometimes some bugs may be caused by code input errors due to the negligence of the programmers. In the end, it is very difficult to find the source of the bugs.
But the game engine packs all the mature and complete codes, just like modules, you just need to put everything on it, which is not a dimension compared to the previous game development.
The only thing you need to care about is the compatibility between different modules, as well as some subtle differences in development between different games.
Now this game engine is still a little immature, it is naturally impossible to compare with the level of illusory 345 in later generations, but it still greatly facilitates game development.
Suddenly Norman felt that a team of 80 people was a bit redundant.
Then maybe you can let the team split up temporarily and set up different game projects separately?
Thinking of this, he became more and more excited.
Until early in the morning, he finally downloaded the engine and made a copy to take to the company.
Even if he hadn't slept all night, he was very excited today, without the slightest sleepiness.
When he first came to the company, he immediately installed the software on his computer and waited for others to arrive.
The staff came one after another at nine o'clock in the morning, and Norman excitedly told everyone what happened last night, and also showed everyone how to use the engine.
If the programmers of the past were like the ancients of the Bronze Age, then they have now immediately evolved to the early industrial age with game engines, and have the foundation for mass production.
This is also a great surprise for these programmers.
And, along with the game engine, there is also a half-hour demo game that has been made by Take Yusei.
This destroyer can truly rotate at various angles without dead ends. Monsters can fly and fight with characters from everywhere, and the protagonist will have three types of firearms to fight against different monsters.
At the same time, the protagonist also added a series of special elements such as jumping and melee attacks in the game, which made the experience of the game itself more exciting.
It was only a half-hour trial game, and these programmers felt that the game was worth studying for several years.
There are already the most mature development rules for first-person shooting games.
For example, the character's viewing angle range, the center is the standard bullseye, and the mouse is used to control the character's viewing angle to move, the left button of the mouse is clicked to shoot, the right button is used for precise aiming, and the WASD button is used to realize the character's forward, backward, left and right lateral movement, and switch firearms. Change bullets, etc.
Before the shooting games they developed, they hardly used many keys on the keyboard. At that time, they didn't even think about changing bullets, jumping, sprinting and switching weapons. They just wanted to develop a game that could at least run.
And now they see a first-person shooter with such a complete system, they immediately believe that this is the absolute rule of the first-person shooter.
There cannot be a more perfect way to match the keys of a shooting game.
"Our CEO is like a god. I remember he seems to have led the team to develop more than ten game types, right? Is there any game type that he can't develop?"
A young programmer now sees nothing but worship.
No wonder their company CEO is called the **** of games in Japan.
Japan is a country that likes to deify ordinary people. Before, they just thought that it was a low-level and bad taste of the Japanese, but now they seem to think that the title of the **** of games is completely taken for granted.
In addition to Zhu Yuxing, who else can bear such a name?
These programmers also felt a sense of pride. They are all employees of the God of Games. As the subordinates of the gods, their future is also unlimited.
"By the way, I have a question. Until now, our CEO has only asked us to use the key rules of the computer keyboard to make games. Will we shift the focus of developing games to personal PCs?"
"It's very possible. After all, the US is different from Japan. The share of personal PCs in the US exceeds 80%. Almost every family has a personal computer. This group is still very large."
At this time, Norman smiled and said: "No, we will not be involved in the PC field in a short time. The CEO told me that he will have this plan in the future, but not now, and the reason why we use the keyboard key rules now is just Because he believes that keyboard and mouse are the most suitable peripherals for first-person shooters, the engineering prototype GS1 will add new keyboard and mouse peripherals to adapt in the future, that's all."
(end of this chapter)