This Online Game Developer is Definitely Problematic

A turn-based online game that hadn’t been updated for half a year, had a development budget seven times that of its competitors, yet only made a tenth of their revenue—a total failure. A game t...

Chapter 83 Huge Value

Chapter 83: Huge Value

Game Engine.

People who have played games for a long time should have heard of this thing. Even if they haven't heard of it, they should have seen related icons when starting the game.

Like a U-shaped icon, a frost slap, a geometric square with a line of Unity words, etc.

These are all famous engines on Earth.

Among them, there are commercial engines, and some are specially tailored by manufacturers and are not authorized to others. For example, the Frost Engine with an icon of a frost slap was originally designed for Battlefield.

So what is a game engine?

In fact, to put it bluntly.

You can think of it as a game version of 3dmax, or a complete map editor, a tool software for making games.

This is not a necessity for games. Although the word engine sounds important, games can be made without a game engine.

Games do not need to be developed around game engines.

Many early games in Lin Yao's previous life did not have such a thing as a game engine.

Until the appearance of John Carmack.

The man who created the Doom Slayer, that is, DOOM, did not make games in the way of his predecessors, but used a genius approach.

He directly wrote the basic code that would be needed to make games in the future. He no longer wrote a basic code for a function. Instead, he chose to make a framework first, set the game specifications, and then leave an interface that was easy to modify. Then, under this framework, he made the game content.

And the finished product he finally made

was the world's first first-person shooter game.

And the framework of this game was the first game engine.

So the so-called game engine is actually a tool that can determine the game specifications, has reusable code, and has many convenient interfaces.

Of course.

Now the mature game engine has gone through a long period of iteration and is much more outrageous than John Carmack's framework.

In his previous life, Lin Yao was curious and downloaded the famous Unreal Engine.

There is a scene window on it that can display the game scene in real time, a large number of model libraries, reliable content management and animation management, and a bunch of attribute parameter modification windows that are completely incomprehensible...

If you talk about this, there is still no relevant picture in your mind.

You can imagine the row of things on the right side of PS.

Game engines, like these production tools, have complex sub-interfaces.

People who have not studied systematically will feel confused, but for the producers, it is really... too convenient.

You may download a template, and then modify it, and you can run a simple game.

The emergence of game engines really helps developers complete a lot of work easily.

At least you don't have to start all over again when you make a game.

Everything becomes visual and simple.

The game engine can set a framework for the game, and then after developing the early functions, the producer can devote his energy to filling the framework with content elements, building scenes, making animations, making logic scripts, etc.

Of course...

easy, it is only relative. In practice, game production is still troublesome.

Otherwise, there would be endless 3A games in China, and domestic players would not be staring at Black Wukong...

Like those large-scale game scene layouts, complex and cumbersome, a scene that a player takes a look at may be the result of months of hard work by the staff.

And the hardship of making an entire large-scale game can be imagined.

This is still a linear process game. The scene production of those excellent open world games is simply hell.

The players of Stonewell City, which is surrounded by the old man, are all confused when they walk around, not to mention the efforts made by the creators.

And this is just the construction of the scene.

The world where Lin Yao is currently located also has game engines.

For example, the engine used by "Fantasy OL" is similar to Unity, but it is quite different from Unity. This is a 2D game engine and is not capable of making 3D games.

As for the 3D game engines currently licensed to the outside world, let's put it this way.

It can only be said that it has nothing to do with intuition...

Object parameters need code to modify.

Almost all parameters are displayed in the form of code.

There is no ease of use at all.

It is exactly the same as the game engine in the early days of the earth.

That's it.

You have to pay the licensing fee for using it.

So when Lin Yao learned that the reward for completing the task was a game engine, and it was developed based on Unreal and Origin engines, she was really excited.

This is really a very heavy thing.

It's not as simple as saving licensing fees.

But this thing can make game production more intuitive, and it can also combine the company's development direction to cultivate the studio's own usage habits and save a lot of development time.

In addition, the studio has been familiar with using this engine for a long time, and can better accumulate experience and highlight the characteristics of its own games.

Even if these are not mentioned.

In this world where 3D game engines are still in the early days and the development of software and hardware is completely unbalanced, getting a late-stage mature "Unreal Engine" is also a thing worth being happy and excited about.

The only issue that Lin Yao is concerned about now is.

This system says that this is an engine developed based on Unreal and Origin.

So which generation of Origin and Unreal is it?

After all, Unreal and Origin engines have been iterated many times.

……

Time came to the next day.

Lin Yao came to the studio early, sat in her seat, and did nothing.

The first thing was to take out the USB flash drive and plug it into the computer, intending to confirm the situation of the game engine.

This time, the waiting time for the "black" software was longer than the last time.

Lin Yao waited for a few seconds before opening the folder of the USB flash drive.

As soon as she opened the folder,

she saw a bunch of dazzling things.

She rolled the mouse wheel and searched for most of the day, and finally found the engine user-side software in a pile of things.

Click to open.

About half an hour later.

Lin Yao let go of the mouse and looked at the interface on the computer that was not much different from some 3D software, and breathed a sigh of relief.

She didn't know which generation of Unreal this was, and which version it originated from.

But she judged based on ease of use.

This thing.

It is either a product of Unreal Five or Unreal Four.

This thing. It

is completely open source.

The value is really too great.

A mature game engine, the value contained in it is more valuable than a game.

"Lin Yao, what are you looking at?"

Suddenly.

Mu Wanqing's voice rang out.

She came behind Lin Yao without knowing when, and was looking at the software on the computer screen in front of Lin Yao with some curiosity.

"Ms. Mu."

Lin Yao turned her head and held her hand. Instead of answering her, she said, "Please notify Zhong Xiu and Pei Yingyun. We will go to the conference room for a meeting later. I have something to announce."

(End of this chapter)