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85.21% Video Game Tycoon in Tokyo / Chapter 415: I want to develop my own game

Chapter 415: I want to develop my own game

In the previous world, the first game to use motion capture should have been VR Warrior, launched in the late 1990s.

It was a fighting game similar to Street Fighter.

Its 3D game effects and almost infinitely realistic combat feedback greatly shocked players at the time.

At that time, the application of motion capture in games made people suddenly realize its potential.

Subsequently, many companies started quickly investing in motion capture systems and assisting in the development of their own fighting games.

At that time, motion capture was only being used in fighting games.

Later on, the application of motion capture in the gaming industry began to rapidly expand.

First, it was applied in sports games like FIFA 94.

Motion capture captured the characteristics of many famous football stars and then integrated them into football games, further increasing the realism of football games and making each football player look less rigid.

Then came games like Final Fantasy 8, Shamu, and others that also had revolutionary significance, using motion capture.

And in this world, Takayuki is ready to pass the crown of the first game to use motion capture to Ocarina of Time.

Even though the motion capture system is not urgently needed in Ocarina of Time, the significance of this revolutionary move is extraordinary.

Takayuki said to everyone, "Regarding motion capture simulation, I have already handed my requirements to the procurement department for purchasing. They should soon be able to buy us a set of systems we need. You don't need to worry about the price; I will invest no matter how much it costs. Because I don't intend to use this system only for this game. Many future games can also use this system. This investment cannot simply be attributed to Ocarina of Time, but you can be the first game development team to use this new technology, and Ocarina of Time will also be the first game to use motion capture."

This is another new technology that leads the industry.

Everyone present was excited.

In the future, even if they want to change jobs, having the qualification of participating in the development of the first game to use motion capture simulation can be a significant advantage.

This is more attractive than coming up with a few new imagined features.

Nowadays, adding motion capture simulation to movies can also be one of the appealing gimmicks.

If it weren't for the fact that a complete set of motion capture simulation systems is too expensive, and general film companies can only rent them, and if they were to be calculated by tens of thousands of dollars per hour, perhaps motion capture simulation would also be commonplace in this world.

In fact, it is precisely because of the high demand for motion capture systems in electronic games and the gradual development of the film industry towards special effects production that motion capture simulation has truly begun to develop rapidly, and the entire industry has gradually moved from being unattainable to being accessible to ordinary people.

At the same time, the technology of motion capture simulation is not only limited to game development.

For example, it is possible to develop a relatively low-tech video motion capture system using motion capture simulation technology.

That is to capture the player's movements with special motion capture cameras and then feed them back to the game console to play games.

Later, the cameras on PS4 and Xbox game consoles can achieve this.

Then dance games like Dance Dance Revolution began to flourish gradually.

Takayuki hopes to develop similar expansion functions himself.

"Alright, this is all my development plan. Next, it will require your efforts. The future achievements of this game will depend on all of you."

Takayuki's words had already filled them with enthusiasm.

Several managers of these development teams were eager to return to their respective positions to convey the content of the meeting.

After the meeting, these managers quickly returned to their positions and began to arrange the work to be done next.

The team for scene construction and basic framework production can now start working.

Game concept art and character model production should also begin.

Then comes the production of game rules and systems, which can be put on hold for now.

Music, plot, and level design can also take their time.

This time, Tohjiro Yahiro also drew over a dozen people to assist the procurement department in purchasing a brand-new motion capture system.

They will be the first team to use the motion capture system. After being the first to try this new system, other teams in the future will inevitably depend on them if they want to use this new system, which makes them feel very proud.

Takayuki's goal has been basically achieved now, and as for the purchase price of a complete set of motion capture systems, it doesn't matter anymore.

In this world, motion capture systems have not yet matured, and the procurement department estimated that purchasing a complete set of systems, which would be the kind that allows multiple people to capture simultaneously, would probably require tens of millions of dollars.

But Takayuki just waved his hand and let the procurement department invest as much as they wanted. Takayuki wouldn't be stingy in this regard; this is something that will greatly benefit game development and is absolutely necessary to keep up with the times.

After sorting out these matters, Takayuki handed Mario's development plan to Ayako Tsukino.

Ayako Tsukino was currently helping other teams solve technical problems in games, so she was basically running around, acting as a firefighter whenever needed.

But this time, Takayuki was really going to make her a game producer who could hold up the sky.

However, whether the other party wants to become this game producer or not depends on her own decision.

"Do you want me to lead the team to develop a new Mario game by myself?"

Ayako Tsukino looked at the materials Takayuki handed over with a slightly complicated expression.

Takayuki nodded, "Yes, do you want to do it? I have always felt that you have the ability, so if possible, I hope you can lead the production of this generation's new Super Mario Brothers."

Ayako Tsukino hesitated for a moment and said, "Can I refuse?"

Takayuki remained silent for two seconds before asking, "Is there any reason?"

"I don't want to work on your game alone. I don't want to just be your puppet."

After finishing speaking, Ayako Tsukino quickly added, "I don't mean that the new game development you gave me is bad. I hope you don't misunderstand."

Ayako Tsukino hardly ever explains anything, and if she wanted to refuse in the past, she wouldn't waste words.

And if Ayako Tsukino refused, Takayuki didn't think there was anything wrong with it.

But this time, Takayuki unusually wanted to ask for the reason, and he didn't expect Ayako Tsukino to also make an exception and explain to him.

"So what do you mean?"

"I want to develop my own game."


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