Why the bug I wrote became a core gameplay mechanic?!
Chapter 442 - 426 Can Still Be Faster!

Chapter 442: Chapter 426 Can Still Be Faster!

At last, the final puzzle piece was in place, leaving Lilith feeling refreshed and ecstatic, not to be too happy.

Once again, she brimmed with confidence!

Gu Fan looked at her and couldn’t help but marvel: Were Hell Demons simply better when it came to mental fortitude? No matter what setbacks they had encountered before, as soon as they found a new direction, they immediately cast aside all previous unpleasantness and continued to forge ahead with all their might.

Had it been a regular human, they might have lost heart long ago.

Indeed, this indomitable spirit was truly worth learning from.

Lilith organized all the current game mechanisms, quickly jotting them down, then looked around at everyone to make the final deployment.

"Alright, then the mechanics for ’Blood of Lies’ are all set! Next up, Zhou Yang and Wei Chengjie, each of you takes care of half of the design drafts, complete them as soon as possible!

"This time, let’s go big, pour all of our company’s excess development funds into it!

"By the way, speaking of which, Gu Fan, how much money does our company have now?"

When it came to finances, Lilith hadn’t shown much concern. Starting Nitiandang was never really about making money for her, and even if there were losses, she could easily cover them with other ventures.

Yet to her surprise, Nitiandang was continuously profitable, negating the need to cover losses with other ventures, and even the newly expanded physical industries were successful.

Thinking about the profits of Nitiandang irritated Lilith; hence, she seldom paid attention to how much money the company actually made.

Gu Fan paused for a moment, "I’m not quite sure; I’ll have to ask finance later."

Lilith looked doubtful: "You’re not sure either?"

After all, Nitiandang’s net income was supposed to be given to Gu Fan as a bonus by percentage. He should have transferred any profits to himself immediately. How could he not know?

Gu Fan cleared his throat twice: "I’ve been so immersed in the game, typing code until my head spins, I’ve had no time to pay attention to these things.

"Besides, even if I had the money, I wouldn’t have time to spend it."

Lilith was skeptical.

But considering her frequent surprise inspections and how Gu Fan indeed spent most of his time in the villa mulling over the game, it seemed he didn’t have anywhere to spend money, so she somewhat reluctantly believed him halfway.

"Anyway, spend the money! I want to see ’Blood of Lies’ developed at the fastest speed! Use the best skin to deceive, oh no, to attract all the players!"

Lilith wished she could stand with her hands on her hips, her expression extremely proud.

But just then, Zhou Yang timely threw a wet blanket on her: "But President Li... making a game isn’t something that can be sped up just by throwing money at it...

"It doesn’t work like if 100 people can develop a project in 3 months, then 200 people can shorten it to a month and a half, it doesn’t work like that..."

Game development is indeed a labor-intensive industry, with most of the expenses on human resources. Generally, the more people in the project group, the faster the development of the game.

But there is also a limit to this, you can’t just keep stacking people indefinitely.

Whether it’s games, movies, or other similar industries, the more people involved, the more complex the division of labor becomes, and the difficulty of managing the overall project increases exponentially.

Take some big movie productions, for example, where thousands of people might be working on set at the same time. Putting aside getting those thousands of people to stay in their own lanes, just coordinating their meals could be a headache for the director.

It’s the same with games.

For large game productions, more hands are indeed better, but with more people, the number of middle managers needed for coordination and management increases exponentially, and even the higher-ups managing those middle managers need to increase.

The more people there are, the more severe the internal friction at the management level becomes. And with more people, there would also be inconsistencies in code or artistic quality, leading to difficulties in standardization that could consume more energy than the actual work itself.

Consequently, there is a limit to how many new people can be added. At present, Nitiandang has basically reached that limit.

So far, Nitiandang can be roughly divided into two production teams, managed by Zhou Yang and Wei Chengjie, respectively.

After continuously headhunting and recruiting, both teams have reached teams of nearly 200 people.

And the entire number of Nitiandang employees has now surpassed 400.

This is quite a high number already.

That’s because the game production in Nitiandang is actually constructed in a flat hierarchy, with significant imbalances in personnel across departments.

Since Lilith can directly provide artistic and musical resources from Hell, Nitiandang doesn’t need a large art team, but only a few 3D artists to adjust model details and movement artists.

Moreover, Nitiandang doesn’t require a dedicated operations team, as all of Nitiandang’s games are directly released on the official game platform, without any subsequent operational issues.

After cutting away all these irrelevant personnel, Nitiandang’s staff mainly consists of planners, programmers, and testers, essentially ensuring that the best talents are applied where they’re most needed.

In the development of previous games, each project team tended to bring in a new crop of new people amounting to twenty to thirty percent.

This number was fast approaching the company’s limit; any more and it was likely that management would be an issue, possibly leading to a situation where new employees had nothing to do, failing to be effectively utilized.

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