Tokyo Video Game Tycoon
Chapter 234 Game Bible
In the previous life, there was such a company that made a lot of money just by relying on a commercial game engine.
The licensing fees and sharing fees earned from game engines alone are as high as billions of dollars every year.
Later, this engine is no longer limited to the development of games, and will play a very helpful role in the future production of film and television special effects, as well as in 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 small studios with a little ambition but not enough people.
Only a dozen or so people are needed to develop an excellent 3D game, which greatly reduces the threshold and cost of game development.
Zhuyouxing intends to reproduce EPIC, but it is not a complete replica of their initial development track, but a little more advanced.
The early licensing cost of Unreal Engine was actually not low.
But at that time, if the Unreal Engine is used, it will be more popular, and the mature game engine will be more stable, and the cost can be reduced by at least 20%.
So Unreal Engine charges 10% or even close to 20% of the share, and those game studios can only pinch their noses to recognize it.
This also caused some larger game companies to feel that the situation was wrong, thinking that they should not always hand over so much money to outsiders, so they all began to develop their own game engines.
Zhuyouxing 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 it can also provide all the data details of game development at all times, helping themselves to be more Optimizing the engine itself may really create a game engine giant that far surpasses the EPIC of the previous life.
Norman didn't sleep all night, he had been reading the documentation.
The basic operation mode of the game engine has been clearly described in the documentation.
Even people who only know a little bit about the basics of programming can now make a simple game through this engine.
This is very magical.
Originally, various complex and repetitive codes were required, and sometimes some kind of BUG may be caused by code input errors due to the negligence of programmers. In the end, it is very difficult to find the source of the BUG.
But the game engine packs all the mature and complete codes, just like modules, and you can just add what you need directly to the upper set. Compared with the previous game development, this is simply not a dimension.
The only thing you need to care about is the compatibility between different modules, and there are some subtle differences in the development of different games.
Now this game engine is still a little immature, and naturally it cannot be compared with the level of Unreal 345 in later generations, but it still greatly facilitates game development.
Suddenly Norman felt that a team of 80 people seemed redundant.
Then maybe I can temporarily separate the team and start different game projects separately?
Thinking of this, he became more and more excited.
It wasn't until early in the morning that he finally downloaded the engine and made a copy to take to the company.
Even though he didn't sleep all night, he seemed extraordinarily excited today, without any sleepiness.
When he first came to the company, he immediately installed the software on his computer and waited for others to arrive.
At nine o'clock in the morning, the employees arrived one after another, and Norman excitedly told everyone what happened last night, and at the same time showed everyone how to use the engine.
If the programmers in the past were like the ancients in the Bronze Age, then they have immediately evolved to the early stage of the industrial age with game engines, and have the foundation for mass production.
This is also a very pleasant surprise for these programmers.
Moreover, with the game engine, there is also a half-hour demo of the Doom game that has been produced by Zhu Youxing.
This Doom Slayer can really rotate from various angles without dead ends. Monsters can fly into the sky and fight characters from anywhere, and the protagonist will have three types of firearms to fight against different monsters.
At the same time, the protagonist has also added a series of special elements such as jumping and melee attacks in the game, making the experience of the game itself more exciting.
After just playing the game for half an hour, these programmers feel that this game is worth studying for several years.
There are already the most mature development rules for first-person shooter games.
For example, the range of the character's viewing angle, the center is the standard bull's-eye, use the mouse to control the movement of the character's viewing angle, click the left button of the mouse to shoot, and the right button for precise aiming, use the WASD button to realize the character's forward and backward movement, left and right horizontal movement, and switch firearms. Change bullets and more.
The shooting games they developed before 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 game with such a complete system, they immediately believe that this is the absolute rule of the first-person shooter game.
There couldn't be a more perfect combination of buttons for a shooter.
"Our CEO is like a god. I remember that he seems to have led the team to develop more than ten game types? Are there any game types that he can't develop?"
A young programmer now has nothing but admiration in his eyes.
No wonder their company CEO is called the God of Games in Japan.
Japan is a country that likes to deify ordinary people. Before, they just thought it was a low-level bad taste of the Japanese, but now they seem to take the title of "God of Games" as a matter of course.
Besides Zhu Youxing, who else could bear this kind of title?
These programmers also feel a sense of pride, they are all employees who follow the God of the game, and as the subordinates of the God, their future is also limitless.
"By the way, I have a question. Until now, our CEO has only asked us to use the rules of the computer keyboard to make games. Will we shift our focus to personal PCs when developing games?"
"It's very possible. After all, the United States is different from Japan. In the United States, the personal PC share exceeds 80%. Almost every household has a personal computer. This group is still very large."
At this time, Norman smiled and said: "No, we will not get 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 the key rules of the keyboard are used now is just Because he believes that the keyboard and mouse are the most suitable peripherals for first-person shooter games, so the engineering prototype GS1 will add new keyboard and mouse peripherals for adaptation in the future, that’s all.”
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