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In the Silicon Valley branch of Gastar Electronic Entertainnt in the United States, there are now over a hundred employees.

Eighty percent of them are ga developers, and there is only one ga developnt team here.

Their task is to develop the first 3D graphic ga.

As for the developnt direction, Takayuki has already given it, and that is to develop a shooting ga.

A first-person shooter ga.

Shooting, racing, and sports are the top three best-selling categories in the United States, and they have been enduring.

If a ga studio doesn't have a developnt direction, developing these three types of gas at least ensures survival and sustenance.

However, so far, the rules and routines for racing and sports gas have been roughly established in this world.

SuRui Electronics has already developed their first 3D racing ga, and just because of this realistic ga, their ga console sales have increased significantly.

And 3D sports gas are also being developed intensively. SuRui Electronics seems to intend to take the lead in the new era of 3D gas with strong financial resources and manpower.

Sotis, you may not be able to make a top-notch ga, but seizing the first-mover advantage can also make a lot of profit.

This way, Hayakawa Uejin can also et the requirents from above, allowing himself more ti to do other things.

As for first-person shooter gas, it has always been a blank space.

So far, people in this world seem to be confined to side-scrolling shooter gas.

And the first-person shooter ga developed by Takayuki, "Doom: The First Generation," is just a ga demo.

Moreover, it hasn't been released publicly; it was just sent to a mysterious hacker as agreed upon initially.

At that ti, Takayuki thought that giving the ga to the other party would imdiately lead to similar content in the ga market and accelerate the developnt of first-person shooter gas.

But unexpectedly, after receiving the demo, the mysterious hacker only gave an interesting comnt and disappeared.

This hacker actually hid the demo, and there has been no trace of this demo ga on any network.

This sowhat disappointed Takayuki, indicating that he would have to pioneer the first-person shooter ga himself.

So Takayuki gave the ga studio in North Arica the task of developing the first-person shooter ga.

When they first received this task, they were a bit confused.

Because at that ti, they didn't even understand the basic rules and frawork of the ga itself.

Previously, they had only made a side-scrolling treasure hunting adventure ga as a practice.

And now, they were directly transitioning to developing a 3D graphic shooting ga, which was quite a leap.

Initially, Takayuki only provided so basic rules for the first-person perspective, and then did not give any further hints. This initially led to many problems in the ga's developnt.

For example, the character's movent in a 3D environnt, or many other issues.

These were not difficult to solve, but they didn't have an imdiate solution.

Takayuki just wanted to see if these people had the ability to solve problems on their own.

With the basic rules in place, their developnt was not particularly difficult, but there were many big and small bugs in the ga. Either objects flew around when characters moved, or the system crashed when shooting.

However, after three or four months of research and developnt, they finally made a rough prototype of a shooting ga, and it could run for at least three or four minutes.

Even so, they felt that this was a miracle.

After all, not everyone has unparalleled creativity, and most people can only push forward on the paths paved by predecessors.

When they finally managed to create a demo without major bugs, they sowhat nervously sent it to the company headquarters in Japan for Takayuki to review.

The ga itself was made using computers and could also be controlled using a mouse and keyboard, but they didn't specify the specific control thod, which led to so strangeness.

The shooting key was set on the keyboard.

Movent was done with the arrow keys to the left of the keyboard's nuric keypad.

The mouse could be used to move the perspective.

But for now, they could only barely rotate horizontally by 360 degrees, aning they could only rotate within the X-axis range in the three-dinsional view.

This was quite similar to the initial "Doom" in the previous life, where the initial German headquarters could only rotate horizontally, and it was only after the developnt of the second and third generations of "Doom" that they gradually upgraded to rotating along the Y-axis.

However, at that ti, it was more of a compromise due to hardware performance limitations. The legendary figure in shooting ga developnt, John Carmack, had no solution at the ti.

But now, the hardware technology in this world could fully support more content for first-person shooter gas, so there was no need to make them so rudintary.

But for this group of programrs who only received a direction and started developnt, being able to develop to this extent was enough to make them lose a lot of hair.

Takayuki found the result quite acceptable.

After trying out the ga on the computer and finding the effect satisfactory, he imdiately picked up the phone and contacted the studio manager in the United States.

The studio manager over there is a young man nad Norman. He beca the manager because he was fortunate enough to have been to Japan before and had also studied ga developnt courses offered by Gastar Electronic Entertainnt for so ti.

When he returned, he had always been obsessed with ga developnt, but at that ti, he hadn't graduated yet, and he was thinking about finishing his studies first.

If he hadn't seen the recruitnt information from Gastar Electronic Entertainnt in North Arica, he might have chosen to start making gas imdiately upon graduation.

The young Norman initially felt quite panicked leading a team of eighty people, but after all, he ca from a top university, and he quickly adapted to the role of leader and began leading the team to develop gas.

When he submitted the demo of the first-person shooter ga developed by his team, he couldn't sleep in anxiety.

Even though it was already past eleven o'clock at night, he still couldn't sleep.

At this mont, the phone rang.

He almost jumped out of bed and quickly grabbed his phone to check the number.

It was a number from Japan!

His heart tightened.

It's finally here!

He answered the phone and cautiously asked, "Hello? This is Norman."

On the other end of the phone, Takayuki's voice sounded, "Sorry, Norman, for bothering you at this ti."

"No, no, not at all, I've been having trouble sleeping lately," Norman responded anxiously.

Takayuki roughly guessed that the other party was probably having trouble sleeping at the mont, so he decided to try calling.

He valued this ga very much and hoped to contact Norman as soon as possible.

You are reading Video Game Tycoon in Tokyo Chapter 230: First-person dilemma on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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