AISubs v3.7
B.S. Teletone
- Yumiki. - Yes?
- Happy birthday! - Wow!
- I wish you a 26-year-old ambition. - Ambition?
I hope you start something new in your life.
- Thank you. - Thank you very much.
- I'm sorry, but we don't have any presents for you. - What?! Are you kidding me?!
- We got 300,000 yen from you last year. - We got a lot of giant omelettes.
- Don't say "washing machine" anymore! - Don't say "washing machine" anymore!
Good evening, I'm Nogizaka46's Hatoorika.
Thank you for watching my Under Live last month!
It was a very fun week.
Did you enjoy it?
Bye!
Today is a discussion session about indie game programming in 2025.
How indie game programming will evolve in the future...
I'll call up the indie game programmers and have a thorough discussion.
First up...
I'm Miyake, and I'm making a series of games called "PICO PARK".
Some of you may know me from the beginning of this show.
- It's been two and a half years. - Wow!
It's been about six months since the show started.
Miyake-san taught me programming.
The first thing I thought of was...
It seems like... you've grown up?
Seriously!
You're younger than you were back then.
The second one is...
I'm Shoma, and I'm making a puzzle action game called "Motion Deck".
Shoma-san used to be a young programmer who drew a lot of attention for Torei-san.
He also appeared in the show.
Shoma-san...
I played it last year...
and I've been working on it for a year now.
I think it might be released soon.
- The third one is... - Nice to meet you!
I'm making a game called "Rojira Hyouryuki".
My name is Bakeneko00.
Nice to meet you!
As soon as Bakeneko00-san starts talking, I feel like I'm going to lose my breath.
- Stop it! - Stop it, please!
A young creator who developed an adventure game called "Rojira Hyouryuki".
Bakeneko00-san.
Bakeneko00-san is probably the oldest of these four.
What? Including this one?
No!
Twenty-one.
It's overwhelming.
Twenty-two.
Correct.
Wow!
You're one year older.
Were you born in 2002?
I was born in 2002.
I was born in 2003.
When did you start?
I started about three years ago.
What?
When you were a teenager.
I started when I graduated high school.
Wow!
Do you have time for questions and answers later?
No, we don't.
Bakeneko00-san, please.
Lastly.
I run a company called "isshin".
My name is "tei".
"tei" means "production".
Yes, "tei".
I mainly run a health care company.
Actually, we have completely different backgrounds.
Last year, we created a watercolor game.
What?
We created a watercolor game.
What?
No way!
You say it a lot!
So you're the creator of the watercolor game?
Yes, I am.
Wow!
I love it!
I did it yesterday, too!
You did it yesterday, too!
Yes!
She is the creator of the watercolor game and a former programmer.
She is now a company member who has created various hit products.
Her name is "teito".
First of all, I would like to ask you about how you came up with your own games.
Originally, I didn't like playing games where the loser was in a bad mood or playing with friends.
I wanted to enjoy the sense of accomplishment with both of them.
As a result of thinking about something interesting and fun in a cooperative game, I came up with "pico park".
I thought about it and made it, but it was pretty good.
What the hell are you doing?
It happens.
We often quarrel in "gis park".
gis park
Hayashi, have you ever played "pico park"?
No, not yet.
It's my first week.
If Hayashi says it again, it will definitely be "gis park".
Next, Shoma's motion deck.
I liked Nam Takahashi's game.
I had an image of wanting to make a puzzle action game.
If you copy and paste a character's movement, you can clear it quickly.
That's what I had in mind.
That's amazing.
It was really fun.
Yeah, it was fun.
Next up is Bakeneko.
I really liked exploring the back alleys.
Based on that, a high school girl would explore the back alleys
and make it look like a picture diary.
By yourself?
By myself.
Did you look it up and learn it yourself?
Yes, I looked it up on YouTube and online articles.
That's amazing.
But it's still far from completion,
so I announced it as a trial version of "early access".
That's what you're trying to make, isn't it?
That's amazing.
I recently bought a high-end tambourine.
Tambourine?
Yeah, I bought it,
but it's really hard to learn how to play it yourself by watching videos.
It's a shame it's not made in Europe.
Yeah.
I'll learn how to play it.
Please do your best.
And lastly, about the watermelon game you're curious about.
Before we talk about the game, the product we originally made was Poppin' Allergyn, which was built with a ceiling and ceiling lights and a project inside.
We were thinking of content that could be a way for families to get together.
I think one of the fun contents is for everyone in the family to hang out.
Among them, the watermelon game was the first to be installed.
I didn't know it would be such a big hit.
Of course.
And now you can even play against each other.
That's right.
Playing against each other is so fun.
It's really fun.
So, you mainly focused on your family in the beginning?
That's right. Basically, it's based on my family.
What I'm doing now is health care, but also protecting my family's health.
So you used to do programming?
That's right. I used to major in computer science at college, so I can probably develop something.
But I don't develop games that much.
Miyake-san, are you an inexperienced person?
No, I've been working for a game company for 13 years.
Thank you for saying that.
Now that we know how each game was born, let's hear how they were made.
I asked a game company called Gemdrop for programming for "Pico Park 2".
We made it together.
We made it in Unity.
Oh, in Unity.
I also programmed "Pico Park 1".
I also programmed "Arashi Plapla".
Oh, I heard about it.
I made it with just words like in Unity.
For example, making a stage.
In "Arashi Plapla 1", I wrote it down in text.
It's like Excel.
0000100013
The "1" is a block.
Oh!
But when you're writing it, you're writing it with a text.
So, if you run it in a game, you can imagine what it would be like.
It's really difficult.
I'm a professional programmer, so I've had the experience of imagining what it would be like if I wrote it like this.
I think it would be difficult to make it like that without that experience.
That's right.
How about you, Shoma?
Shoma.
I'm a game maker like Namatakashi and Torea.
There was Unity, but I didn't use 3D.
I'm a 2D expert, so there's not much I can do.
And I think it's pretty good because Namatakashi was using it.
That's cute.
If someone you admire was using it, you'd want to use it.
It's so cute.
We didn't have a choice back in the day.
Game makers or Unity.
I see.
So we made it with C++ or Java and other games, but basically it's just text.
So you made it with C++, too?
Java.
The very first Sega game was developed as an Android app for Java.
After that, I asked a foreign company for a Switch for Unity and remade it.
Are you working on another game right now?
No, I'm not.
I'm working on a weight system called Smart Buzzmat.
Oh, I see.
It's a development system.
Programming-wise, can you make things with the knowledge you learned in Unity?
When I was teaching, there was a way to drop a ball from above.
There was, right?
Based on that extension, can you make something similar?
Maybe I can get a bassist to make a bass with TPT.
I think it's faster to make a GPT demo first and then make a bass out of it.
What do you mean?
Do you know Chat-GPT?
Oh, Chat-GPT!
If Chat-GPT supports this, we can write a program with it.
What?!
70% of our code is made in AI.
Really?!
30% of our private development is done in AI.
Wow!
Nowadays and in the past, there are various ways of making games.
Now it's easier and more accessible.
And it seems like Bakeneko-san is using a different software than the other three.
I'm developing games with Unreal Engine software.
There are game creators who have their own preferences.
As a result of my research, I think it fits the shape of the game I want to make.
In one word, what kind of game is it suitable for?
3D games are suitable for Unreal Engine.
I think it's Unity or something like that.
But I don't know of anyone who makes 2D games.
Hachiban Riguchi is also Unreal Engine.
Oh, I see!
Fortnite is Unreal Engine.
Oh, Fortnite!
Unity is also suitable for 3D games.
Oh!
If it's not photoreal, but a 3D game with cute characters, I think Unity is better.
Hachiban Riguchi also has a very realistic way of playing.
It's like being in a subway.
If it's like that, I think Unreal Engine is better.
Furthermore...
Unreal Engine has a function called "blueprint".
When you make a game, you put in a code and enter it in text.
But with a blueprint, you can easily connect blocks like scratching.
It's not easy, but it makes you happy.
So I was able to continue.
I see.
Now, let's introduce the recent indie games that these four are paying attention to.
Last year, I liked a game called "Deep Ear." Do you know "speranka"?
Oh, I've heard of it.
There's a tabiko game where you die instantly with a simple dance.
Have you played it?
I've played it.
You've played it, right?
What's amazing about this game is that you can die with a simple dance.
I didn't think I could make this game so deep.
I know. You die instantly.
Oh, really?
I recommended this game to Namatakai and Toruya.
Oh, really?
It's your favorite.
I've played it, but I don't know how deep it is.
It's hard for me to say, too.
Yeah, it's hard for me to explain.
Oh, really?
So it's only deep.
By the way, I don't know what you programmed it with, but it looks like a game maker.
But it doesn't look like you programmed it in a complicated way.
Oh, it doesn't look like it?
So, starting with Miyake, we're going to play "bvia," which is praised by various programmers.
Enter or space key?
Oh, I pressed enter and it broke.
It's separated.
You just have to jump, right?
Just a little excited?
If you jump normally, you will die at your own height.
What?
Even a little bit and you will die?
It's really difficult.
What is this calendar?
You have to take this, probably.
Go up and take it?
You can cross the hill normally.
But you will definitely die here.
But this is the only one.
Isn't there a cushion or something?
Cushion?
It looks like a cushion.
But you can go down.
But there is a needle.
There is a needle, so you can jump.
It's like a small jump.
Ready, go!
Oh, you are right!
This height is okay.
The height doesn't reach your head until you die.
At first, it was high.
But this time, you hit your head against the ceiling.
So you didn't die until you died.
That's right.
If you go higher, you will die.
Even if you jump here, you won't die, right?
That's right.
You are right!
I see.
But if you jump here, you will die.
Is it dangerous?
It's scary to fall.
Oh, you jumped!
Nice!
You jumped.
Oh, nice!
Wow! You are good!
Can you do this, too?
Going to the next area safely.
Wow, it's pretty amazing.
You haven't touched on the depth of this yet, have you?
That's right.
What?
Not yet?
Not yet.
It's going to take a little longer.
Can you clear it?
She really seems like a serious person.
Oh my.
What a cheerful person.
Oh my.
The show's original game "Denpa-to" is selling well for 980 yen.
We will also introduce our impressions of the show, so please give it a try.
Play a well-known indie game that was released recently.
Isn't there a hidden passage or something like that?
I don't know. Is there a wall over there?
Oh, there it is!
We're not there yet. We're barely there.
Here we go.
Is it the sea?
I'm scared of heights like this.
Who's there?
Isn't this height no good?
Go! Go! Go!
Nice!
Go! Go! Go!
Nice!
Oh my god.
Maybe it's on the left.
Nice!
So that's what it is.
Even if you hit a bug, you'll be fine.
It's scary because there's no ceiling.
If you want to know more about it, buy it and watch it.
I wanted to know more about it.
This is really fun.
That's it for the game.
Lastly, we'll have the four of you think about what will happen with this indie game program.
I feel like there are two points.
The first one is, as I said earlier, the chat gpt program.
I think it's been around for the past few years.
Most of the programming is done by A.I.
You put stories and ideas in there.
You needed programming, but you barely wrote it yourself.
I wonder if there will be indie games that will be a hit.
Maybe you can challenge yourself to make a game by making an A.I. write it for you.
That might be fun.
Also, watermelon games like "Hachiban Dekuchi" are often played for a short period of time, aren't they?
I feel like those short-term games were mostly mobile games in the past.
Those kinds of games came out in home games and became hits.
This is what I'm hoping for.
"Hachiban Dekuchi" was sold for a high price in a short period of time.
"Hachiban Like" was born, but it wasn't like that.
For example, today's big game companies have big graphics like "Triple-A" and "Mohan" and "FF".
I'm hoping for big-scale games like "Triple-A" and "Mohan" that look like they were made by big companies, but can be played for 30 minutes.
I'm hoping for high-end games like "Triple-A" and "Mohan" that can be played for 30 minutes.
I think there's still a lot of new interactions that can be created by writing programming codes and creating new systems.
I'd be happy if games like that were born.
Are they born quite often?
I think there aren't many people who do it.
It's the same for "Baba is You" and "Downwell" and "Ericate".
I'm hoping for games like "Triple-A" and "Mohan" that can be played for 30 minutes.
I think the number of people who make games is simply increasing.
I think the command over programming is getting lower and lower.
It's an era where anyone can make games.
I learned programming at school while I didn't know it, and I was programming while I didn't know it, so I thought I was really getting closer.
You're so close to that kind of person.
You're too close. I'm surprised.
Mr. Teito, do you have anything?
Well, yes. This prediction is completely different, but I thought that the possibilities of games were originally connected in various places.
Of course, there is health care and so on, but I think that various things can probably be expressed in games, so I think that more and more new and fun experiences will be thought of in the world.
On the other side of that may be the style of indie games, but I think that it will spread more and more, and we want to do our best as health carers in it.
Certainly, when I think about it again, I used to go to disaster prevention centers as if it were a game.
And I think it's great because you can learn that kind of thing as if it were a game.
That's right. For AI, I don't think you can easily capture the real world in a game, so I think that various possibilities will increase at once, so I think it will be a scenario that you might be a little excited about.
Starting with AI, you can see a future that is evolving even more.
And finally, from Yumiki.
I've heard this much, and I think we've gotten a little closer, so I have something I want to ask you.
To be honest, is it an indie game dream?
Do you ever get excited about an indie game?
It's a watermelon game exercise number.
It's something you can do while your body is moving.
I want to do it with you!
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To be honest, is it an indie game dream?
Do you ever get excited about an indie game?
I think it happens.
That's right.
But I wonder if there are people who think they can make an indie game dream with this.
That's not what we were talking about with the fake game.
I think you're lucky.
It just happened to be in fashion at the time.
It's about 2.5 million yen now.
Even if you multiply it by 2.4 million yen, it's about 2.4 billion yen.
The investment is 5.5 million yen.
If you think about it, it's not a dream level.
I'm sure you're all into indie games right now.
As Miyake-san said earlier, I think you can dream of anything you're into right now.
You're making a dream you want to make from the bottom of your heart.
I think you'll definitely have that dream someday.
I think it's just a number of problems and probability of problems.
I had a dream.
I had a big dream.
Next episode, 3D scan experience.
I'm getting used to it.
It's fun.
Don't go too far.