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Chapter 45 The name is "Dawn"

Jester didn't know that before his Japanese branch was officially established, the head of the Japanese branch, Toshihiro Tamaki, relied on a bowl of cheap street ramen, to take Nakayuji, one of the most important figures in Sega's rise in the future.

If he knew that he had done such a thing in Nakayama Hayao's company during his trip to the United States, he would probably be laughing crazy.

Although Nakayuji in this time and space may no longer have any interaction with Sega.

The entire Mars Entertainment is not considered to be a person who has nothing to do with game development, but there are more than 40 designers. In the past month, it has successively recruited more than a dozen newcomers.

In addition to the R&D team directly led by Mark Seney, who was voted to be named "THE-KING" by themselves, who are in seclusion and are working hard to solve the problems of "Avengers", the remaining more than 30 people were summoned by Jester to discuss the project of his air combat game.

The first is the discussion of the name.

Of course, Jester fully considered the urinary nature of Americans. He sneered and warned these designers who always liked to be whimsical and energetic, and not to mention some names that were too spoofed.

The characteristics of the game name are simply summarized by Jester into three points, one is easy to understand, and the other is because of the background of this game, the name must give people a sense of upward, bright, and hope. The last point is that the quality must be high.

It makes people feel a sense of high spirits when they hear it.

After a final discussion, the proposal of a young artist who had just joined the company was approved by the vast majority of people.

"Dawn".

Although Jester thought the name was a bit terrible, he really couldn't think of any better name. In addition, most people praised the name of this name, so he officially established the name of this game as "Dawn".

The team where the four protagonists in the game are located is the same as the game's name, of course, it is also called Dawn. These are all set in Jest's setting set.

The young artist who proposed the name "Dawn" was recommended to him by Jester's grandfather. His name was Cao Kairui. He had just graduated from college for two years and had been doing some miscellaneous work in a comic company before.

He is also a Chinese. His father came to the United States only after the founding of the People's Republic of China. Before the founding of the People's Republic of China, he opened a printing factory in China. Many major newspapers from the Southern Generation were printed by their printing factory. At that time, their family members were good friends with Mr. Wu Liande, and even had a part of the shares of "Good Friends". However, later, the family was incorporated in the tide of nationalization of private assets. His family traveled to Hong Kong to come to the United States and continued to engage in the printing industry. In other words, his family was from the black five-type family as the saying in China.

If it weren't for running fast back then, it would probably have been a good end in the ten-year catastrophe.

Cao Kairui graduated from the Chicago Academy of Fine Arts. Jester has heard of this school. It is very awesome in the field of art. It is one of the three major American art academies as the New York Academy of Fine Arts and the Alfred Academy of Fine Arts. It has always been among the top three in art schools in the later USNEW university rankings. Moreover, he has a family background. His grandfather is a master of Chinese painting and taught by the Eight Schools of Jinling. His father also inherited his grandfather's mantra. Of course, he has naturally been influenced by this aspect since he was a child.

Jester has seen some of his works, and they are indeed very personal. They are almost impeccable in terms of momentum, composition, and color matching. The most important thing is that his characteristics of concentrated Western painting style are what Jester values ​​the most.

Even Jester had some plans. After letting Cao Kairui participate in the production of several games, he officially established Mars Entertainment's own exclusive art design team, Son of Mars, imitated the later Blizzard's "Son of the Storm".

And there was something that surprised Jester. In this era where hand-drawn is the main one, Cao Kairui also liked to use the drawing software on the computer to make some creative paintings. However, he often complained about the lack of functions of the drawing software on the computer. Recently, he was discussing with some people in the company whether to write a dedicated drawing software himself to make more complex and detailed drawings.

This reminded Jester of a famous image processing software in later generations, which later almost became the ruler of the computer graphics industry.

So, Jester did not stop him when he heard this news.

He deeply knew how big a position this software called Photoshop would occupy in future game creation.

However, the prototype of Photoshop in history in his impression was that when Thomas Noel used Apple 2 to complete his doctoral thesis in 1987, he found that the Apple computer could not display black and white images with grayscale, so he wrote a program called Display to complete the effect, but he did not expect the effect to be very good.

If it weren't for his younger brother, perhaps the final outcome of this program for convenience could only be forgotten on the computer's hard drive, until his designer would forget that he had made such a creative little thing.

Thomas Noel's younger brother is John Noel. Jester has heard of this name because John Noel is the visual special effects director of Industrial Light and Magic in later generations. Later, he won an Oscar. After he discovered his brother's program, he was already working in Industrial Light and Magic and immediately became interested in this mini program.

So the brothers began to continuously improve the program called Display, and gradually made it into a powerful image editing program. Finally, at an exhibition, they accepted the suggestion of a user to change Display to Photoshop. At this time, PS was already a powerful program with Level, color balance, saturation and other functions.

As for whether the software that these employees in his company are making can reach the status of PS in later generations, Jester doesn't know, but a dedicated computer image processing tool is indeed what he needs.

The following discussion was also very lively. First, everyone agreed with the inclusion problem in Jester's setting, and unanimously believed that choosing a character as a player's experience is much better than choosing an aircraft. Although there is no difference in nature between the two, players still have to control a cold aircraft when playing the game.

But this change is psychological and can be felt by players.

However, Sean Dabilly, who is now the person in charge of the "original point", made different opinions on this, and it was bloody and showed no differences in different characters.

Then Jester suddenly realized that in order to reflect the personalization of DIY, he set up his own weapon system. In this way, each character who could best reflect the differences in the role will have a completely different weapon system, so he can no longer design it.

This will allow these four characters to go out and look no different.

"This is a question. Let's not discuss it for now. We are mainly discussing the shortcomings of this game I have initially set. The question of how to modify it will be set for the next time." Jester said so simply.

Then the discussion on the weapon DIY system was a very warm and unanimous welcome that Jester could not have imagined. Even Dabilli, who had previously said that there was no difference in the characters except for their image, said that even if the differences in the characters could not be solved, the DIY of this weapon must be retained.

This extremely groundbreaking design must not be castrated.

Great creativity.

Many designers even use such high words to evaluate - this makes Jester feel a little embarrassed, although he agrees with this view, not that he is great, but that he deeply knows that personalization in later generations will be the mainstream of game development.

Because players always want to develop a character that is different from others when playing games, and I want to become different from others, this is personalization.

This is very obvious for the enhancement of game playability.

The next discussion on levels and some effects, Jester is not the main force at all. He has specialized in his profession. In this regard, there are naturally technical dogs who have been sharpening their knives for a long time to start squirting about Jester's ideas.

"Striker 1945" is still a super era after all. The substrate equipped with this game is a sixteen-bit substrate. It is much better in memory, video memory, and CPU computing speed than it is now. Some effects that can be easily completed in it will be very difficult to complete on an eight-bit substrate, although it is not impossible to do it.

But it will be very troublesome, in the mouths of these technical dogs, it is a stupid idea that is not worth the money.

So, basically the rest of the discussion is a tutoring meeting where technical dogs are fully engaged in Jester's ideas.

Jester, who was sprayed with blood, could only hide aside and listen silently, and occasionally use notes to record some of the technical dogs that can be achieved without affecting the smooth operation experience under the current hardware.

Jester was not angry about this. This was originally the purpose of his brainstorming meeting. He could make good settings based on the excellent games in later generations, design excellent levels, and play other orderly and fun ways. However, he couldn't tell whether these things could be completed now.

For example, before Nakayuji designed Sonic, his idea was to pick up things and attack the enemy with his ears. However, this idea seemed very simple in later generations, but it was difficult to complete at that time, so he had the image of the classic Sonic later.

Of course, he certainly knew that it was absolutely impossible to complete the sandbox game now, but he couldn't tell the difference between 16-bit substrates and 8-bit substrates, in addition to the popular improvements such as computing power, color, color display number, etc.

After all, he comes from 2014, and even the development of hardware has changed every ten years, not to mention a full thirty years.

Leave what you don’t understand to those who understand it. This has always been the principle that Jester believes in. Moreover, in his opinion, the best investment goal after rebirth is actually people. Under the butterfly effect, many history may change, but a person’s abilities will not change.

If a person can succeed in his previous world, then he will still be famous in this world.

If Jester was talking big at a discussion meeting, my game is so good and so great, you just need to program my ideas without considering whether the hardware conditions can be completed. His programmers only know how to admire and flatter, saying that the boss is powerful, you are a genius in all directions, and you cannot deny some effects that are obviously beyond the hardware's allowance or beyond the scope of personal ability.

That's the same thing. If the game this company is making real-time strategy, it is definitely not SC, but "Blood Lion". If it is done adventure, it is definitely not the Sea of ​​God, but "ET", if it is done FPS, it is definitely not Call of Duty, but "Extreme-Paintbrawl", if it is done fighting game, it is definitely not "Street Fighter", but "Kung Fu Teaching Field" (Shaq-Fu). If it is done infiltrating games, it is definitely not "Surprising Dragon Spy Shadow", but...

The above lists are all super masterpieces and super bad works in history. For example, the 1998 game "Ultimate Noisy" was given a six-point evaluation by "PC-World" magazine. Well, the full score is 100, which is also the second lowest-rated game in history of "PC-World".

And the companies that make such games will definitely be despised by players.

But maybe some games can also rely on this kind of high-end, atmospheric and high-end game setting that seems to be high-end, atmospheric and high-end game setting to deceive some brainless fans without brains, just like the game called "Big Sword" produced by John Romero after he left Id-Software.

The setting is much more magnificent than what the author can think of in many novels. Even if Jester watched it in 2014, he was shocked to see it. Khormero's ability to slap his head was unparalleled.

But the idea of ​​slapping the head is just slapping the head. Although Romero is still a genius programmer, this cannot stop the unrealistic idea from eventually failing the game completely and making Romero lose his reputation.

Therefore, Jester, who knows these, knows that making a game must be based on reality.

Using mature technologies to think in parallel, this sentence of Yokoi Junhei's lifelong hardware research and development is also effective in software development.

Because the software is based on hardware.

The game is ultimately the same as other programs, it is just a software that looks slightly better.

In short, Jester looked at the technical dogs who became more and more excited when pointing at his set set, but his face showed a completely satisfactory look, because he knew that this was a group of real game-loving designers.

They love the industry.

You won’t make progress without spraying.
Chapter completed!
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