Each year, the licensing fees and revenue sharing from game engines alone amount to billions of dollars.

Later, this engine was no longer limited to game development; it played a significant role in future film and television special effects production, as well as in disciplines such as physics, chemistry, and social sciences.

The company is called EPIC, and the game engine they develop is Unreal Engine.

This is an engine that over 90% of game industry professionals cannot avoid.

It is convenient and easy to use, especially for small studios that are a bit ambitious but don't have a large number of staff.

It only takes a dozen or so people to develop an excellent 3D game, which greatly lowers the barrier to entry and the cost of game development.

Takeyusei's plan is to replicate EPIC, but not exactly replicate their initial development trajectory; instead, they aim to make it slightly more advanced.

The licensing costs for Unreal Engine in its early days were actually quite high.

However, using Unreal Engine at that time would have been more popular, and a mature game engine would have been more stable, and it could have reduced costs by at least 20%.

As a result, Unreal Engine takes a 10% or even close to 20% cut, and game studios have no choice but to accept it.

This led some larger game companies to realize that something was wrong and that they shouldn't keep giving so much of their revenue to outsiders, so they all started developing their own game engines.

Zhuyouxing decided to lower the initial game revenue sharing and licensing fees to make it easier for game developers to accept and rely on the engine. It can also provide all the data details of game development at all times to help them optimize the engine itself. In the end, it may really create a behemoth of a game engine that far surpasses the previous EPIC.

Norman didn't sleep all night; he kept reading the instruction manual.

The documentation clearly explains the basic operation of the game engine.

Even someone with only a basic understanding of programming can now create a simple game using this engine.

This is truly amazing.

Previously, various complex and repetitive codes were required, and sometimes programmers' negligence could lead to code input errors that caused bugs, making it very difficult to find the source of the bug.

However, game engines package all mature and complete code into modules, and you can simply put whatever you need into them. This is on a completely different level compared to previous game development methods.

The only thing to be concerned about is the compatibility between different modules, as well as the subtle differences in development between different games.

The current game engine is still somewhat immature and cannot be compared with the level of later Unreal Engine 3, 4, and 5, but it still greatly facilitates game development.

Suddenly Norman felt that the team of eighty people seemed a bit redundant.

So perhaps I could temporarily split the team and have them each work on different game projects?

Thinking about this, he became more and more excited.

He finally finished downloading the engine around dawn and made a copy to take to the company.

Even though he hadn't slept all night, he was unusually energetic today and showed no signs of sleepiness.

Upon arriving at the company, he immediately installed the software on his computer and waited for the others to arrive.

As the employees arrived one after another around nine o'clock in the morning, Norman excitedly told them about what had happened the night before, and also demonstrated how to use the engine.

If programmers of the past were like ancient people in the Bronze Age, then those with game engines have already evolved to the early industrial age, possessing the foundation for large-scale mass production.

This was a pleasant surprise for these programmers.

Furthermore, along with the game engine, there is also a half-hour trial of the Doom game, which has already been created by Zhuyouxing.

This Doom Slayer can truly rotate from any angle without any blind spots. Monsters can fly and burrow underground to fight the character from all directions, while the protagonist will have three guns to fight different monsters.

Meanwhile, the main character also has a series of special elements added to the game, such as jumping and melee attacks, making the game experience more exciting.

After only half an hour of playing the game, these programmers felt that it was worth studying for several years.

This already contains the most mature development rules for first-person shooter games.

For example, the character's field of view is centered on the bullseye. You can use the mouse to move the character's view, left-click to shoot, right-click to aim precisely, and use the WASD keys to move the character forward, backward, left, or right. You can also switch weapons, reload, and so on.

Previously, the shooting games they developed made almost no use of the keyboard keys. At that time, they hadn't even thought about things like reloading, jumping, sprinting, and switching weapons; they were only thinking about developing a game that could at least run.

Now that they see first-person shooter games with such a complete system, they immediately conclude that this is the absolute rule of first-person shooter games.

There couldn't be a more perfect button combination for a shooting game.

"Our CEO is practically a god. I remember he's led the team to develop more than ten different game genres, right? Is there any game genre he can't develop?"

A young programmer now only has admiration in his eyes.

No wonder their company CEO is called the God of Games in Japan.

Japan is a country that loves to deify ordinary people. Previously, they just thought it was a low-level, perverse sense of humor among the Japanese, but now they seem to think that the title of "God of Games" is perfectly justified.

Besides Zhu Youxing, who else could bear such a title?

These programmers also felt a sense of pride. They were all employees of the God of Games, and as his subordinates, their future was equally limitless.

"By the way, I have a question. So far, our CEO has only asked us to use the key bindings on a computer keyboard to make games. Does this mean we're shifting our game development focus to personal PCs?"

"It's very likely. After all, the United States is different from Japan. In the United States, the ownership rate of personal PCs exceeds 80%, and almost every household has a personal computer. This group is still very large."

At this point, Norman smiled and said, "No, we will not be involved in the PC field in the short term. The CEO told me that he has plans for this in the future, but not now. The reason why we are using the keyboard key rules now is simply because he believes that keyboard and mouse are the most suitable peripherals for first-person shooter games. Therefore, the engineering prototype GS1 will add new keyboard and mouse peripherals in the future to adapt to it, that's all."

Chapter 234 A petition with thousands of signatures begging for a sequel

Adding keyboard and mouse peripherals to a game console is not difficult; the FC game console, Takeyusei, had already installed a keyboard and mouse peripheral system.

Back then, we didn't really need a mouse and keyboard; we mostly just used them for tweaking things.

On the Super Famicom, the mouse and keyboard weren't particularly good either; most games were ultimately more fun to play with a gamepad.

However, starting with GS1, the game added first-person shooter games that are more convenient to operate with a mouse and keyboard. In the future, there will also be third-person 3D adventure and shooting games, which are more suitable for mouse and keyboard.

Of course, the Bamboo Star will also add compatibility with controllers.

Furthermore, in the GS1, Takeyusei also increased the number of shoulder buttons on the controller from two to four for the first time, and then added two more joysticks.

This is basically the prototype of the future video game controller.

Additionally, a vibration function will be added to the controller to enhance the player's enjoyment.

Vibration is particularly noticeable in shooting, racing, ball, and action games.

Unfortunately, mice and keyboards don't offer the same level of gaming experience. They are better suited for certain games than all of them.

The group in the United States had just acquired the game engine and immediately began working tirelessly on the development of a new game.

The last time they made a shooting game, it took them about two or three months, and it wasn't very good.

But this time they are confident that they can develop a qualified shooting game that meets Zhuyouxing's requirements within a month.

In Japan, in addition to handing over the game engine to people in the United States, Takeyusei also gave the engine to ten game development teams in Japan.

Most of them certainly won't need it in the short term, but they should start getting familiar with it first to prepare for the coming new era.

A brief discussion of the historical setting of Dragon Quest.

'The best Final Fantasy game in my opinion.'

According to the latest industry news, a job posting from Surui Electronics reveals that they are preparing to develop a brand new role-playing game, seemingly aiming to expand into the "Metroidvania" genre and compete with Youxing Electronics Entertainment for market share.

Nowadays, there is an increasingly rich collection of video game information and discussion threads on the OneMan gaming website.

Moreover, the quality of this content is quite good.

It's clear that Kazuo Murakami has become increasingly skilled at managing websites, and it seems he's about to graduate from junior high school.

With such a promising website already established in junior high school, his future is clearly limitless.

Besides reading industry news in newspapers and economic news, Zhu Youxing also spends a lot of time reading related discussion posts on the Ichino Games website.

Looking at these discussion posts, Zhu Youxing finally felt like he had returned to the era of his previous life.

Video games have established themselves in the world, and the industry is thriving; overall, things look pretty good.

Each type of player has their own favorite games, and they are also very willing to share content on the website.

However, Takeyusei also noticed that a lot of advertising areas had been added to the homepage of Ichigan Games' website.

Furthermore, most of these advertising areas promote gaming peripherals and advertisements for upcoming games.

From a profit perspective, the website for YiNan Games is also very profitable.

Not everyone is as farsighted as Bob, willing to forgo some early benefits for greater ones later.

However, the number of these ads is acceptable; they are not particularly numerous. They are probably just ads that Murakami Kazuo added to maintain operations and generate a little extra revenue. The website's professionalism is not affected at all.

Just then, Zhu Youxing noticed several similar posts appearing on the forum, each with a different poster but the same request.

'Tens of thousands are demanding a new game from Metroid! We want the next generation of Metroid!'

The titles of these posts all have similar descriptions.

Then Zhuyouxing looked at the number of replies in the posts and found that each post had more than a thousand replies, and most of them were not just a few people repeatedly posting, but many people genuinely hoped that Metrorod could launch a new product.

Zhu Youxing opened the post with great interest and read it patiently.

Everyone who replied to the post claimed to be a die-hard fan of Metroid, and the vast majority of them were players who had played the first Metroid and Metroid Sams Returns on the Game Boy.

Because of some modifications made by Zhuyouxing to Metroid from the beginning, Metroid had a pretty good gameplay from the start, and the story was also specially enhanced, making it easier for players to understand the overall story of Metroid.

Then, through the accumulation of two generations of games, many players have begun to enjoy this female adventure story set in a space-themed future world.

Metrorod was the world's first game with a female protagonist, so it naturally generated a certain amount of buzz.

Moreover, this was recommended by a regional government in Japan. It is said that a rare female administrator in that region, upon learning that a game featured a female protagonist, promoted it vigorously in the name of the government, even though she herself had never played it.

This did attract some female players, but most of them only played for a short while before giving up. They preferred dress-up games and cute cartoon games, but this still boosted sales to some extent.

Besides these unexpected bonuses, what mainstream players appreciate most is the game's captivating story.

The first generation of Midrod tells the story of Sams, a female cosmic bounty hunter, who is hired by the government to go to a planet inhabited by interstellar pirates to rescue trapped scientists and a special scientific sample.

This scientific specimen is called a metronome. It is rumored to be an entity that can influence the entire universe. Whoever possesses a metronome may have unparalleled power, the power to destroy or rule the entire world.

Space pirates naturally set their sights on this thing and seized it for themselves, attempting to rule the world.

However, Samus was indeed very powerful. After a thrilling adventure, he finally defeated Mother Brain, the leader of the space pirates, completed his mission, and returned in triumph.

When Samus first appeared before players as a woman, they were pleasantly surprised, which generated considerable buzz and led to strong sales for the first-generation product.

The story of the return of Metrold Samus in the second part (there is no 2) is slightly more complicated, and then further expands the worldview of the Metrold universe.

Chapter 235 So many people actually like it

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