In a previous life, there was a company that made a lot of money just by relying on a commercial game engine.
Billions of dollars in royalties and royalties are earned each year from game engines alone.
Later, this engine is no longer limited to the development of games, but also plays a very helpful role in the future production of film and television special effects, 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 bypass.
It is convenient and easy to use, especially for some small studios that are a little ambitious but not many people.
It only takes a dozen people to develop an excellent 3D game, which greatly reduces the threshold for game development and greatly reduces the cost.
Zhu Yuxing intends to re-enact EPIC, but it is not a complete re-engraving of their initial development trajectory, but a little more advanced.
The licensing cost of Unreal Engine in the early days was 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 method of the game engine has been clearly described in the description file.
Even people who only know a little about the basics of programming can now make a simple game through this engine.
This is very magical.
Originally, a variety of complex and repetitive codes were required before, and sometimes the code input error may cause some kind of BUG due to the negligence of the programmer. In the end, it is very difficult to find the source of the BUG.
However, the game engine packages all mature and complete codes, just like modules, and you can just put them on the set of what you need, which is not a dimension compared to the previous game development.
The only thing 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, and 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 eighty people seemed redundant.
Then maybe you can let the team split up temporarily and launch 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 copied 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.
At nine o'clock in the morning, the employees came 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 of the past were like the ancients of the Bronze Age, then they have now immediately evolved into the early industrial age with game engines, and have the foundation for mass production.
This is also a surprising thing for these programmers.
Moreover, along with the game engine, there is also a half-hour trial play of the destroyer 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 kinds 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, which makes the experience of the game itself more exciting.
Just playing the game for half an hour, the programmers felt that the game was worth studying for several years.
There are already the most mature development rules for first-person shooters.
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.
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 work first.
And now they see a first-person shooter with such a complete system, and they immediately believe that this is the absolute rule of the first-person shooter.
There can't be a more perfect way to match the keys of a shooter game than this.
"Our CEO is like a god. I remember he seems to have led the team to develop more than ten game types, right? What other game types can't be developed by him?"
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 and evil taste of the Japanese, but now they seem to think that the title of the god of games is completely taken for granted.
Besides Zhuyouxing, who else could bear such a name?
These programmers also felt a sense of pride. They were all employees of the God of Games. As the subordinates of the gods, their futures were equally limitless.
"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 United States is different from Japan. The share of personal PCs in the United States exceeds 80%, and almost every household has a personal computer. This group is still very large."
At this time, Norman smiled and said: "No, it's short. We will not be involved in the PC field for a while, the CEO told me that he will have this plan in the future, but not now, and the reason why the keyboard key rules are used now is just because he believes that the keyboard and mouse are the most suitable for first-person shooters. Therefore, the engineering prototype GS1 will add new keyboard and mouse peripherals for adaptation in the future, that's all."