Chapter 38: Demo Version

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"Directly find well-known musicians and studios in the industry to make a special order," John shook his head and said.

As for performing the soundtrack himself, John felt that it was more unreliable than if he studied art. This is not something that can be learned overnight.

"Customized? Isn't it expensive?" Luna said with some pain. The game development so far is not clear to others, but she is very clear about the account.

Almost three million has been spent, most of which are outsourcing costs. After all, this time, it is completely different from the previous Binding of Isaac production. Part of this money will be settled after the game development is completed. Luna has given a budget, if the game development can be completed in the next two months, it will take about 5 million in total. If the time exceeds two months, that number will increase.

"I'm not ready to find the top in the industry. After all, I don't say the price. Even if I go to the door, the other party probably won't pick it up. There is a notable reputation and a music team that focuses on medieval magic RPGs. It takes about 2 million to get it," John thought for a moment and estimated a number in his heart.

"2 million!"

Hearing this number, Luna's eyes widened!

Counting the money for the game, the cost of this game is almost the same as ten suites in her town.

"What are you doing with such small visions?" Looking at Luna, John couldn't help but smile. He plunged into the bed with both hands and pinched her cheeks, then rubbed her thigh with his legs.

"Don't make trouble! This game doesn't seem very big yet. It just takes ten sets, isn't it about ten million to do it?" Flicking the hand holding her face, Luna took the pillow next to her and smashed John, then she said with some emotion.

"It's not too big to say, but it's not too small either," John thought and said.

Although it seems that this game, including John, has only five people in total including three programs and an art. But be aware that there is also a part of the game that is responsible for outsourcing. The number of people involved in the development of the game itself is already about a team of about 30 people.

"And there are some places where no money is spent," John said after thinking for a while.

Luna: Σ(°△°|||)

Is there any place where money wasn't spent? Is this going to put in all the money made from Binding of Isaac?

"Don't be so surprised. You don't have to spend much money on the follow-up. Only the game test and the voiceover voiceover in the game need to be spent. And the voiceover voiceover doesn't need the big-name voice actors. Some of the strengths are pretty good, but they are not famous. Ordinary voice actors are enough," John said to Luna.

However, in terms of voice actors, he had to perfect the script and other scripts in the game, and then record them in advance.

"I want to go to the bank now and bind the prompt to your mobile phone," Luna said, then turning around.

"What are you doing?" John was a little strange.

"Seeing such large amounts leaving the account feels painful." Luna sighed.

Hearing this, John couldn't help but move away from the laptop next to him, then fell asleep looking at the other person's profile: "I didn't expect you to be a little money fan."

"Who's the money fan? It just doesn't suit me," Luna glanced at John, then thought of something with a little emotion: "A few months ago, we were still thinking of surviving, leaving the city back to our hometown. Now we have so much money, and dare to work on a project worth millions? I always feel a little thoughtful."

A few months ago, they were still thinking about when they would return to their hometown to live, but a few months later, they opened a studio and were working on a second game, a game that cost millions. It didn't feel like anything when doing it, so it seemed logical. But now, thinking about it quietly, it felt incredible.

John, leaning on the bed, could not help being silent when he heard this. He wrapped his right arm around Luna's shoulder and whispered, "Yeah, it feels like dream-like."

Millions for a game project are not unachievable, but he is not the main person responsible for this now. Before, he was just a relatively large screw on this level of project.

"Well, don't talk about these things. Help me think about the plot of the game," John shook his head and stopped thinking about these things.

Dream, or whatever, let it go. At least everything is fine now, isn't it?

***

The end of July.

In the office of PixelPioneers Studio, John, Evelien, Koch, Christy, and Shinozaki were sitting in front of the computer, watching a demo with a high degree of completion. This is a demo with a very high percentage of completion. After such a long time of game development, the game is coming to an end.

The art has been fully confirmed. What surprised John was that Evelien really worked hard in this area and even wrote a bio of more than 20,000 words for each protagonist.

In just half a month, a total of more than 150,000 words of biographies, coupled with careful modification and carving, John couldn't help but feel a surprise when he saw the concept map. Although it is different from the original artwork in the dream memory, it has the desired effect. The combination of classical and modern, the visual impact is quite strong.

In addition to the game soundtrack, John also found a professional team in the country, and the track is currently being produced.

Koch, Christy, and Shinozaki are also working very hard. Looking at their card records, every day they work overtime, sometimes it is more than eight o'clock, sometimes it is more than nine o'clock, and even occasionally more than ten o'clock only to see the record of their departure.

Koch and the team are very motivated. Only people who love games and engage in this industry can know how rare it is to develop a non-commercial, non-pay-to-win game.

Compared with the previous game company, working 9 am to 9 pm, six days a week every day, plus facing games that even feel disgusting, entering a new relatively relaxed place, and developing a game that you dream of, this feeling is simply like arriving to heaven.

"There is no problem with the system; this is what I want to show," John gave nods of praise and looked at the battle screen in the game demo.

Although lacking a more shocking experience such as HD vibration feedback for the performance of combat effects in dream memories, it has been improved.

For example, special effects such as screen trembling and screen glass cracking, using BP points to kill monsters in a round, or directly breaking the defense. These effects will be triggered to replace the HD vibration experience that the original version lacks.

The picture of the whole game looks very comfortable. Although it is a pixel style, all scene modeling uses exquisite 3D models and then pastes the drawn pixel maps, which makes the whole scene very three-dimensional.

Coupled with clever application of particle effects and planarized light and shadow processing, you can even see the shadow effect caused by sunlight. At the same time, the lens of the entire game uses the technique of shifting photography to clear the main part, and the background and foreground are virtual to create a shallow depth of field effect, coupled with fisheye processing such as urban environments, making the entire game like a three-dimensional book.

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