The authorization for the racing game is basically settled, so what's left is to develop the game with a new skin.
For the experienced second game development team, this is already a piece of cake.
If it weren't for Takayuki's deadline requirement.
They could finish developing the game in about a month if they worked overtime.
But Takayuki requires them to develop for three months, until the game is officially released when the game console is launched in the United States.
In this way, they don't have much pressure, and they can relatively easily complete their work every day, and then wait patiently for the official release of the game.
As for the third development team, there are not too many problems with the basketball game they are responsible for.
Although there is no underlying code to help save time, they have previous experience in making basketball games. This time, they just need to raise the game's graphics to a higher level and make the basketball game look smoother in motion.
During this period, Takayuki also asked them to learn from the fourth team, which happened to be in the process of debugging character animations, and incidentally debug the motion effects of basketball players.
The development of the second and third teams went smoothly, and the only trouble was with the fourth game development team.
One day, Takayuki personally came to the office area of the fourth development team.
As soon as he entered, Takayuki noticed that there were various scattered papers everywhere.
He picked up some of the papers on the ground and found densely packed lines of program code data.
There were also some marks made with a marker pen, indicating that some error correction was in progress.
Takayuki could also hear voices of debate faintly.
With curiosity, Takayuki walked over to see what was going on. Soon, he arrived at a temporary office in the area of the fourth team.
At this time, the programmers were gathered together for a meeting, and the motion effects of a character were being projected onto a white wall.
They seemed to be deeply engrossed in discussing how the character should move more comfortably and smoothly.
"I think this muscular guy's moves should be wide open, like sumo wrestling, using the force of his weight to overpower the opponent. We just need to take a look at the way sumo wrestlers fight."
"Your sumo wrestlers are full of muscles, which is obviously unreasonable, right? Moreover, this muscular guy has been clearly defined as an heir from Athens, from a noble family. Such a character should learn European and American fighting techniques rather than our sumo."
"But we have no understanding of European and American fighting techniques at all. Should we imagine it by watching movies?"
Takayuki did not rush into the meeting room, but patiently listened to what the people inside were discussing.
It seemed that these people were stuck on the issue of each character's movements.
Besides having smooth and visually stimulating actions, a combat character also needs to fit their own character.
If a character from Europe or America were to use sumo techniques, it would feel out of place.
Moreover, sumo wrestling belongs to the Asia-Pacific cultural sphere, and it may not necessarily be accepted in the United States.
"Do you think this motion is okay? For a noble family, perhaps they would have some upper-class dances. We can use dance to represent combat."
"That's too far-fetched, and I can't imagine it at all. How can dancing be used for combat?"
The people inside discussed heatedly for a long time. Just then, the door suddenly opened, and a person came out, seeming a little absent-minded.
Takayuki quickly dodged and avoided colliding with the person coming out.
"Takayuki!"
Aya Tsukino exclaimed.
She rarely showed surprise reactions.
Of course, she rarely let her guard down.
Clearly, when facing countless people before, she seemed to have some sort of premonition, able to sense someone approaching her in advance.
But just now, she didn't feel Takayuki's presence at all, almost colliding with him.
"Huh? It's President Takayuki!"
In the meeting room, people were also attracted by Aya Tsukino's exclamation, and they all looked towards the entrance, where Takayuki was standing.
The employees who were in the midst of intense discussion also stopped their discussion.
"I see you are having a heated discussion, so I didn't want to disturb you."
After giving a polite nod to Aya Tsukino, Takayuki greeted the employees in the meeting room.
Aya Tsukino quickly lowered her head and left without saying another word, seemingly lost in thought.
Takayuki was already accustomed to Aya Tsukino's behavior.
A long time ago, he learned from Aya Tsukino that she had a fear of physical contact, which seemed more like a psychological issue, just like a certain game character's psychological illness, often silent, so Takayuki didn't bother Aya Tsukino and let her leave.
Then he entered the meeting room, and all the employees stood up slightly nervously.
"I just came by to take a look. I heard you were facing some kind of bottleneck?"
The head of the fourth team, Ryuta Omori, said somewhat embarrassedly, "President, we do have a little trouble. We are currently debating the specific action characteristics of each character and the different effects of defeating enemies."
The various data provided by Aya Tsukino are basically templates for each character.
They can rely on these templates to produce similar characters.
But according to Takayuki's requirements, there needs to be at least twenty unique fighters.
Among them, Takayuki has arranged some character features, such as Ryu, Ken, Chun-Li, Guile, Akuma, and other characters, while others are left for these programmers to use their creativity.
In the original Street Fighter game, there were not many fighting characters, and there were not even famous characters like Chun-Li in the later games.
But since they had decided to skip the second generation and develop the game, they might as well bring some characters from Street Fighter II.
Ryuta Omori pulled out a blackboard and personally sketched out a character's action draft for Takayuki, giving Takayuki a rough simulation of a combat scene.
"We think this is already quite smooth, but as you said, President, this kind of smoothness is still somewhat unsatisfactory. We want to create a more satisfactory product, so we're stuck in debate now."
Takayuki stroked his chin and looked at the rough action sketches on the blackboard, seeming to think of something.
Takayuki remembered a groundbreaking fighting game called VR Fighter.
Looking at it from the perspective of 2020, this game was completely unbearable, but at the time, it was a sensation.
At that time, there was no motion capture technology, so in order to make the actions feel as close to real fighting as possible, the creator, Yu Suzuki, personally searched all over China, seeking guidance and instruction from various martial arts masters. In the end, his efforts paid off, and VR Fighter became a hit, making SEGA a lot of money during that period.
Takayuki felt that it might be necessary for these programmers to personally experience the fighting techniques of those martial arts masters.
If they stayed in the office every day, it would be impossible for them to develop excellent action games.