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In this world, the fa and reach of The Legend of Zelda are not as extensive as Dragon Quest and Final Fantasy.

These two series are known by almost every player, but The Legend of Zelda is relatively less known.

Mainly because Takayuki is a bit overwheld with ga developnt. It's surprising that having many gas in mind can also be a source of frustration.

Or perhaps it's because the current ga developnt industry is still sowhat lacking. If there were a stronger ga developnt industry, then maybe the speed of ga developnt would be higher.

This ti, Takayuki decided to make Ocarina of Ti a launch title, aiming to create another textbook-level ga template.

So far, it seems that other ga companies haven't fully grasped the essence of third-person gaplay.

They haven't even created the so-called one-button lock-on feature.

Don't underestimate the significance of this one-button lock-on feature. It's precisely because of this feature that third-person gas have a new direction of developnt, completely enhancing the adventure genre.

Another distinctive feature is the over-the-shoulder perspective and dual analog stick controls.

Previously, the modifications Takayuki made to Mario 64 were already quite good in this regard, but it still wasn't the perfect representation of the third-person over-the-shoulder perspective.

At that ti, Takayuki believed that Mario's main gaplay was jumping, so the over-the-shoulder perspective could be retained to provide opportunities for future gas.

Now, it's just the right ti to use it.

Moreover, Takayuki now has an even greater gain, which is the new ga developnt data provided by the Unreal Engine team.

Many of Suri Electronics' ga developnt data needs to be uploaded in real-ti to the Unreal Engine team's servers.

This was also stipulated in the contract.

Of course, it's impossible to upload the confidential source code of a ga, as that would be stealing trade secrets from other companies, which is illegal.

But requesting the other party to provide so nurical data and model building data related to ga developnt is not a problem.

Such as character fighting motion data for fighting gas, or building data for certain ga scenes, and so on.

All of these have beco Takayuki's most valuable resources and experiences.

And these resources and experiences are accumulating rapidly at an exponential rate.

Every company, including every company currently using the Unreal Engine to produce movies, is constantly providing themselves with all kinds of data.

Now, this data can all be used in Ocarina of Ti.

Takayuki explained its new ga developnt concepts to everyone and clarified many of Ocarina of Ti's most prominent features.

Everyone listened attentively, and occasionally a few people even looked at Takayuki with admiration.

Everyone present was young, with an average age of not exceeding thirty. They were at an age where they easily exuded enthusiasm, and almost all of them idolized Takayuki as their idol.

Every ga developnt feature Takayuki explained to them now was sothing they had never thought of before.

The president truly lived up to the title of "god of gas." Now, it seems he's once again intending to lead the entire industry forward.

Sotis, special features in gas aren't even considered until soone brings them up.

But once soone does, implenting them becos quite easy. What most ga developers lack is that occasional stroke of genius.

Takayuki can still rely on its experience and gains from the previous world to develop gas, but Takayuki also plans to introduce a completely new ga developnt system. That is, using an industrial developnt approach to exhaustively develop all ga features, compile them into a book, and beco an industry textbook.

Takayuki went on and on for nearly an hour, ticulously explaining every ga feature.

Even Takayuki felt that these contents were a bit tedious.

But everyone present listened with great interest.

But thinking about it, it's quite normal. Takayuki is soone who has experienced these gaplay chanics in gas, so he thinks these chanics are natural. But people in this world don't know about them at all. Every ti Takayuki explains a new gaplay chanic, it brightens their eyes.

However, rely replicating the Ocarina of Ti from the previous world with better graphics is not enough. Takayuki is not satisfied with just doing that.

At this point, Takayuki turned to the last page of the project plan, and everyone else also turned to the last page of their project plan copies. Then they looked at it closely, and they were all stunned.

They were sowhat surprised by the content described in the project plan.

Fuyuki Tohjiro asked uncertainly, "President, are you sure you want to do this? It seems... it will incur considerable costs."

Takayuki nodded, "I'm sure. I know very well that the initial setup and developnt of this thing won't be cheap, after all, it's sothing currently only used for movies and scientific experints. But no one said that this thing can't be used to facilitate ga developnt."

Everyone looked at each other, but soon their eyes beca fiery.

This is indeed another challenge for the gaming industry.

Takayuki cleared his throat and said, "As stated in the project plan, for this version of Ocarina of Ti, I intend to introduce a new and expensive technology: motion capture system."

Motion capture system, sothing that has beco commonplace in many industries in the future, is still a rare thing in this world.

So far, the number of movies using motion capture is still scarce, and most of its usage is limited to so experintal motion capture and simulation experints in laboratories, as well as so model simulation systems in industrial systems.

Previously, a world-famous ga-industrial company suddenly approached Takayuki Entertainnt's Unreal Engine team.

They claid to have seen the potential of the Unreal Engine and hoped to purchase the engine to apply it to their brand-new industrial model simulation calculations.

At that ti, Takayuki was also involved and even visited so of the other company's high-end simulation calculations.

Then he saw the motion capture system.

At that ti, Takayuki suddenly rembered this product that had beco standard in the future gaming industry.

If not now, then when?

Takayuki was very happy at that ti, because this might be another new initiative that could lead the industry.

After all, so far, no ga developer in this world has set their sights on motion capture.

You are reading Video Game Tycoon in Tokyo Chapter 414: A brand new technology on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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