Cherreads

Chapter 1160 - Chapter 1090 Team MYTH Task.

Monday 5 October 2000.

Zaboru was now inside the ZAGE offices in China, standing in front of the core members of Team MYTH. All the higher-ups of the division had already gathered, Peng Gao, Haoran Li, Yifan Sun, Tianyi Liu, and Zihan Chen, each of them watching him with focused expressions. The atmosphere in the room felt serious, but also filled with anticipation, as they all knew this meeting would mark the beginning of something important.

Over the past two months, Zaboru had personally guided Team MYTH, teaching them not only how ZAGE operated at its core, but also how to properly utilize the tools and systems that ZAGE relied on. From workflow structure to design philosophy, he made sure they understood not just what to do, but why it was done that way. With the subtle influence of his Aura of Influence, the team's growth had accelerated even further, allowing them to absorb knowledge at a much faster pace than usual.

Now, as he looked at them, Zaboru could clearly tell that they were no longer inexperienced. Their mindset had changed, their confidence had improved, and most importantly, they were ready. Ready to handle real projects, and ready to prove themselves as a true ZAGE development team.

Because of that, Zaboru decided that it was finally time to assign them their next tasks. And these tasks would not be ordinary. They were unique, carefully chosen to define the identity of Team MYTH moving forward. Zaboru planned to have them create many original games, most of which would be inspired by Chinese web novels from his previous life, giving the team a strong cultural direction while also allowing them to create something fresh and distinctive within ZAGE.

Zaboru smiled and said, "So, you guys are ready for the next task?"

Everyone nodded almost at the same time, their expressions serious but also filled with excitement. This was the moment they had been preparing for over the past months, and none of them wanted to miss the opportunity to prove themselves.

Zaboru chuckled softly, clearly pleased with their response, before taking a step forward and handing over the first development folder to Team MYTH. "Then let's begin," he said calmly.

The folder was labeled Tales of Demon and God.

Zaboru grinned slightly as he looked at it. This was a novel from his previous life, one he had personally read before. He especially liked its manhua adaptation, remembering how engaging it was back then. Even so, he knew the original story had its flaws, but at the same time, it held strong potential if handled correctly.

As he spoke, Zaboru began pacing slowly across the room, his mind already visualizing how the story could be transformed, adjusted, and improved into something that would fit perfectly within ZAGE's standards.

"This is a game about cultivators, centered around reincarnation, where the core idea is about a cultivator named Lie Nie who dies in battle and is reborn into his 13-year-old self. From that point, he begins to rebuild his strength using the knowledge and experience from his previous life, slowly correcting his past mistakes while taking a different path forward. It is a long journey of growth, struggle, and progression, where he gradually rises again step by step, eventually reaching the peak and becoming the strongest in his realm." 

Zaboru paused for a moment, his eyes resting on the folder as thoughts moved quietly through his mind.

Lie Nie… reincarnation, second chance, fixing mistakes… it works. The hook is strong. But the scaling… too ridiculous if left untouched.

He walked slowly, organizing the idea in his head rather than saying it out loud.

Keep the core. Cut the excess. Make the growth feel earned. If players feel the climb, they'll stay. If he's too strong too early, they'll get bored.

Zaboru stopped and turned back to the team, his expression calm. "We'll build a progression-focused RPG," he said simply. "Clear growth, clear systems, and strong character roles."

Inside, his thoughts continued.

Companions can't be decoration. They need purpose—skills, synergy, presence in both story and gameplay. Otherwise the whole system collapses into one-man carry.

He tapped the folder lightly. "This will be a JRPG. Party composition matters. Each member must contribute in a meaningful way."

And the protagonist… strong, but not untouchable. Give players tools, not shortcuts.

Zaboru gave a small nod, as if confirming his own conclusion. "Balance is important. Strategy should win, not just raw power."

He fell silent after that, but the direction was already clear. This wasn't about copying a story. It was about reshaping an idea into something tighter, more controlled, and far more suited for a game.

Then the team began to discuss the game in much greater detail, diving into mechanics, progression systems, character roles, and how the overall structure would be handled. Questions were raised one after another, from combat flow to world design, and even how the narrative pacing should align with gameplay. The room quickly became active, filled with ideas, suggestions, and careful considerations as each member tried to fully grasp the scale of the project.

Zaboru listened quietly at first, occasionally giving short but precise answers, guiding the discussion without overwhelming it. He allowed them to think, to question, and to build their own understanding, stepping in only when necessary to keep everything aligned with his vision.

After a while, he finally set the timeline. Zaboru gave them a total of 15 months for development, targeting a release in January 2002. It was not a short period, but it was also not overly generous, just enough time for them to refine the game properly without losing momentum.

With the direction and timeline now clear, the discussion slowly settled, and Zaboru, satisfied with their response and understanding, prepared to move on to the next game.

"Next game is called Bangai-O Spirits and this is for ZGBA. The game itself is a side-scrolling shooting game with free-scrolling levels that extend both horizontally and vertically. The player controls a robot with the ability to fly, but it is still affected by gravity, which creates a very unique movement feel compared to other shooting games."

Zaboru paused slightly, letting them absorb the concept, but his thoughts were already moving deeper.

This game… simple on the surface, but extremely deep. The freedom of movement, the chaos of missiles, the chain reactions… it's one of those games that feels overwhelming at first but becomes incredibly satisfying once you understand it.

Zaboru paused briefly, then spoke again in a more grounded tone. "This design works well within a handheld-style structure, so we'll adapt it directly for ZGBA without relying on any additional gimmicks. Focus on controls, clarity, and responsiveness. The core gameplay is already strong, we just need to make sure it feels smooth and readable."

Yes, this DS game and ZGBA are completely capable of playing DS games but it does not have the touch screen technology and other DS technology but this game might not really need it.

Inside, Zaboru remembered clearly why he liked it so much.

It was underrated because it didn't explain itself well. Players get thrown into chaos without guidance. But that's also its strength… once they figure it out, the satisfaction is insane.

He looked at the team again. "The key focus here is freedom and reaction. The player should feel like they are constantly surrounded, constantly pressured, but still capable of turning everything around with the right move."

And the missile system… that's the core. The more enemies around you, the stronger your counter becomes. It rewards chaos instead of punishing it. That's what makes it special.

Zaboru gave a small nod. "We will refine clarity, improve visual readability, and make sure players understand what's happening without losing the chaos that defines the game."

That's why it was so good… not because it was easy, but because it was chaotic in a way that becomes mastery. 

The team began asking many questions regarding the project, discussing details, concerns, and possible approaches. Zaboru then set the timeline, planning for a release in December 2001, giving the team a total of 14 months to complete the development with enough time for proper refinement.

Zaboru smiled. "Next game is for PC… Bloons TD."

The name itself sounded simple, but Zaboru's eyes showed clear interest. He had always been a fan of the tower defense genre, and this concept was something he personally enjoyed.

Simple rules, clear objective… but endless depth if designed right.

"This will be a tower defense game," he continued calmly. "The core loop is simple—place units, stop waves, manage resources. But the strength comes from how those systems interact."

Inside, Zaboru already understood what made it special.

Easy to learn, hard to master. That's why it works. Anyone can play it immediately, but optimization, timing, and placement separate good players from great ones.

He looked at the team. "We'll focus on clarity first. The player must always understand what's happening—enemy paths, damage, upgrades, everything."

And progression… upgrades must feel meaningful. Each decision matters. Not just placing towers, but choosing the right ones at the right time.

Zaboru continued, "We'll improve visuals as well. Not just better graphics, but clearer feedback—explosions, hits, effects. The player needs to feel the impact."

And pacing… that's important. If waves are too slow, it's boring. Too fast, it's overwhelming. It needs rhythm.

He gave a small nod, finalizing the direction in his mind. "This game should feel addictive. One more round, one more wave—that's the goal."

The team quickly began discussing the project, exchanging ideas about tower types, upgrade paths, enemy variety, and how difficulty should scale over time. Some focused on balance, others on visual clarity, while a few began thinking about long-term replayability.

Zaboru listened carefully, occasionally stepping in to adjust their direction, making sure everything stayed aligned with the core design philosophy.

After the discussion settled, Zaboru set the timeline. He gave them a full year for development, targeting a release in October 2001.

The team nodded in agreement. The scope was clear, the direction was solid, and now it was up to them to bring it to life.

And that was the set of tasks assigned to Team MYTH. Each project was deliberately placed on a different platform, ZEPS 3 for Tales of Demon and Gods, ZGBA for Bangai-O Spirits, and PC for Bloons TD. It wasn't just about making games, it was a clear statement of direction. Zaboru wanted Team MYTH to become a versatile team, one that could adapt to any platform, any genre, and any design philosophy without being limited by one specialization.

This approach would not only strengthen their technical capability, but also sharpen their mindset. By handling different types of games across different systems, the team would naturally develop a broader understanding of game design as a whole, something that many teams often lacked.

Zaboru stood quietly for a moment, looking at them one last time. There was no need to say much more. The tasks were clear, the expectations were set, and now it was up to them to prove their worth.

And with that, Zaboru prepared to return to Japan. His work here was done for now, and there were other matters waiting for him. Ayumi had already requested to speak with him, and knowing her, it was likely something important rather than a casual conversation.

As he walked out, his mind was already shifting to what awaited him next.

To be continue .

 Please give me your power stone and if you want to support me and get minimum 50+ advance chapter and additional 1 chapter a week for 4$ considering subscribe to my patreon patreon.com/Zaborn_1997 

Or buymecoffee https://buymeacoffee.com/Zaborn_1997 which same with patreon 

current Patreon/buymecoffe chap 1143

Also Join my discord if you want https://discord.gg/jB8x6TUByc

More Chapters