Chapter 156: There's a reason why the game's R&D cycle is so long~

After returning to work, Liu was able to allow Xu Yuting and Jiang Xiaolan, the administrator in Shanghai, to begin preparing for the annual meeting.

The calculation time is almost over, this time you can't prepare in such a hurry as last time, leave enough time for two or three months to do some preliminary preparations, of course, the busiest time is the last month, this is something you don't have to think about.

Since the foreigners put forward such harsh conditions, they are actually unwilling to promote Dota, and Liu Neng can only come by himself.

But the unfortunate thing is that some of the characters in "Warcraft" are also useless, and some of the originally scheduled opportunities may need to be changed.

Before this, Liu Neng planned to do the two mobile games of "Dota Legend" and "My Name is MT", and now ibal has just released the first smart phone, and their "mythical" mobile phone operating system, research and development has reached the late stage, because it has cooperated with many mobile phone manufacturers, you can call their mobile phones at any time to test, which is a big help for the progress of research and development.

For a period of time, Zhou Zheng felt that the hair on his head had fallen out a lot, but seeing that the mobile phone system he had developed had become more and more beautiful, he still felt beautiful in his heart, even if his hair fell out, he felt that he had got what he wanted.

During this process, the boss often came to ask in person. What's interesting is that every time the boss comes over, tries the system, and then puts forward suggestions for improvement, from the beginning of ignorance, from the bottom of the operating system from ignorance, to now it is very proficient.

This kind of mastery is not the kind of kung fu on the surface at all, but the kind that is very proficient on the surface and inside. At the level of use, Liu Neng gave him a lot of opinions and ideas, such as operating gestures, such as completely removing the bloated and progressive operation mode, which has pointed out the way for their development. But these are actually still the opinions and guidance of the design level, and since he started to get involved in this project, he has been influencing the project according to some of his ideas.

In the later stage, he even began to guide Zhou Zheng's work from the bottom logic.

In many cases, they set their own content based on the design requirements. Nowadays, whether it is at home or abroad, in fact, there is no clear concept of the concept of "mobile device" and the intelligent operating system on mobile devices, and it is difficult to expect people who do not understand mobile operating systems to design interaction.

So there's basically no planning or product manager for that.

A lot of things need Zhou Zheng to think about it and how to realize some needs.

In this process, Zhou Zheng felt that he was about to become a full-time product manager rather than a technical boss.

Because of Liu Neng's moment of intervention, he was relieved that he could concentrate on technology.

The current "mythical" operating system already has a DOME version, and some game development can be carried out on it, which is visible to Liu Nengxi.

Similarly, he has begun to quickly gather technical staff from various projects and studios in the company, including those from Joy.com, to familiarize themselves with the standards and then start developing applications for mobile phones. His idea is that IBAL does not have an app store yet, and what Liu Neng wants to do is that when his mythical operating system is launched, dozens of applications can be launched at the same time in an instant, as well as the relevant technical documentation will be opened up, so that more people can make mobile phone applications.

What he always wanted to be was an industry standard setter, not a follower.

Maybe it's not too directly related to the game in this matter. But thinking that in the previous life, because of some trumped-up crimes, foreign mobile phone operating systems blocked the country, it can be said that I suffered a lot of humiliation. In this new world, he is not willing to give up this big killer to others.

Now that the foreign IBAL is developing a closed operating system, and Googo is developing an open operating system, Liu Neng feels that he is confident to be one step faster than Googo, after all, he has so much experience, if he can still lag behind Googo, it is really unreasonable.

Because Lao Mei was unwilling to authorize the right to use some images, Liu Neng could only suspend the previous two game development ideas. Instead, prepare to develop some new games. Now before the end of the year, there are really not many games that can be launched, except for the launch of the fourth "Happy Town" browser game in the "Happy" series, there are no games that have a plan to launch for a while.

Of course, if other game companies know that they think they are too slow to develop games, I am afraid that they will die with their heads on tofu.

Counting the games developed by Liu Neng, from October last year to the present, three SNS social games of the "Happy" series have been released, and the three web games are Dandantang, Three Kingdoms and Cat Travel, a card game "Three Kingdoms Kill", a stand-alone game "Spore", and the time is only in the past year.

For other companies to develop a game, even if it is a browser game, it may take more than half a year, and this rhythm is simply speechless.

The most important thing is that during this time period, he also released the "Peacock Live" platform, as well as operated the campus Grand Prix of "Three Kingdoms", this kind of research and development ability and speed can be called a monster level, and almost no game company has ever seen it launch games and products at this speed of development.

However, Liu Neng thinks it's quite normal, most of the games, he has already designed a clear enough plan, and even a considerable part of the planning skeleton has been built, just waiting for other plans to improve his things, and then deliver them to the program to realize. Validation and rework are rarely discussed in this process. This is the best place to ensure the speed of game development.

If other game companies do the same, their development speed will certainly not be slow.

In fact, in the development process of the game, the real development time is not particularly long. But it's almost a common phenomenon that most games need to be validated, discussed, and reworked no matter what games are made. Many producers and planners initially think of a gameplay, form it into a plan, and then discuss whether this gameplay is feasible, fun, and suitable for the current game;

When these discussions are over, the development phase begins. At a certain point in development, it is necessary to verify that the gameplay is really as fun as previously expected, which may be internal to the project, internal to the company, and of course it may be an external beta version.

This is why many games have two tests and three tests before launch, and these tests require time to prepare, and after the test is over, it also takes time to collect player information and extract effective information from it.

Then, based on this feedback, we can see if this kind of play is really feasible.

After this series of tests and discussions, the rework of many games is essential, which leads to a rapid increase in the development cycle at a rate that is visible to the naked eye......