Infinite Trials v1
[VIPER] - Ride for Days! September 2015 Version1
All Bikes
Medal Times
Platinum 20000 Points
Gold 8000 Points
Silver 1500 Points
Development notes
Building theme song -
Track Statistics
Hours Editing - ~
No. Checkpoints -
Objects Placed -
Complexity - ~%
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Rabbit's Return - Extreme Trials
[RABBIT] The sights and sounds.
Rabbit
http://i.imgur.com/jgsPht9h.jpg
Medal Times
Platinum 0 Faults 23.00
Gold 1 Faults 30.00
Silver 5 Faults 1:00
Development notes
GIF - Build Stages
Spoiler: Show
My main build project - Infinite Trials is so intense to work on that I wanted something more chill and relaxing to tinker with. I ended up finding this little gem that been sitting around with a 95% done drive line for about a year now. So I decided to finalize the DL and dress the track.
Rabbit's Return is meant to be a short speed running track with multiple drive lines. Similar to my previous rabbit tracks but more refined this time.
I wanted to create a relaxing environment which was enjoyable/chill to build and to play. The other goal was to mix in a lot of variety and scenery. I felt restricted by the very short track length to fit these requirements in. With some planning for the layout and environment ended up with choosing what you can see now. I am really stoked with the final result.
Building theme song - Onlychillstep youtube - Chillstep selection #26
Track Statistics
Hours Editing - ~14
No. Checkpoints - 6
Objects Placed - 1,304
Complexity - ~10%
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Black Zone - Extreme Trials (Ninja)
[NINJA] - Black Zone from Staged Execution skill game
Pit Viper
http://i.imgur.com/MQ6uacsh.jpg
Medal Times
Platinum 0 Faults 03:00
Gold 50 Faults 05:00
Silver 150 Faults 10:00
Development notes
This is the last area for my skill game Staged Execution (see below). Because the vast majority of players will never reach this section I decided to do a standalone release. This was on the books on release day but I just never got around to re-packaging it into a stand alone trials track.
Unfortunately there is a known bug caused by zero faulting the track. Upon reaching the last blue endo platform the next ramp isn't visible unless the rider has at least one fault.
Track Statistics
Hours Editing - ~2
No. Checkpoints - 1
Objects Placed - N/A (Part of the skill game track Staged Execution)
Complexity - N/A (Part of the skill game track Staged Execution)
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This track is an ongoing effort and there is too much complexity to talk about here. I am considering a separate post dedicated to this track.
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TTSB InfiniteTrials(WIP) - Extreme Skill Game
Pit Viper, Roach or Rabbit
Youtube
http://i.imgur.com/0oXkSy0m.jpg http://i.imgur.com/Umwxn5fm.jpg
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Gotei Gakusei - Extreme Trials (Ninja)
[NINJA] Pt 1 - The Deshi's Journey
Pit Viper
Cheers to DannersMac for the video and what an amazing run
https://www.youtube.com/watch?v=IN8u...ature=youtu.be
Medal Times
Platinum 0 Faults 23.00
Gold 125 Faults 15:00
Silver 300 Faults 30:00
Development notes
This track was awesome to build.
GIF - Build Stages
Spoiler: Show
Building theme song
- Hotline Miami - M O O N - Crystals
- Ziggy X - Free your Mind
- Helvetica Nerds - Stormwatch (old d1nka remix)
Track Statistics
Hours Editing - ~30
No. Checkpoints - 26
Objects Placed - 3,092
Complexity - ~30%
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My submission for Trials Track Jam 2 <3
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TTJ2C - The Builder - Medium Trials
Meet Bob, Guardian of the Outlands
Roach or Viper
Speed run clip courtesy of TeriXeri https://www.youtube.com/watch?v=cDlcPGNOBqE
http://youtu.be/gpCD51hIwAQ
Medal Times
Platinum 0 Faults 1:20
Gold 3 Faults 2:00
Silver 10 Faults 3:00
Development notes
After reading about TTJ2C I developed the outline for this track in about half an hour. It was nice to have the design concept come easily for once. The premiss was to juxtapose the utopian trials world against the Rustlands. I also wanted to really push my animation skills into a new realm and direction with Bob.
Early on I was concerned about the recommended track length of 30-40s. I knew that it would be difficult to compress what I wanted into this time frame thus I chose to make the track length what I needed to achieve the track I envisaged.
Before I committed to building anything I needed to know I could actually pull off the more complex animations. So I whipped up a rough stickman as a proof of concept for the animations test. This went smoothly so I felt confident proceeding with the build.
I thought a big challenge would be to model Bob as I lack confidence building models but that went smoothly too. I used The Iron Giant as reference material as he embodies the personality I wanted for Bob.
I had started the drive line at this stage and got it to a good point really early on, it was then just tweaked along the way.
The build hit a speed bump as I tried to import Bob into the main track. This went horrendously, crashing my game repeatedly and at one point corrupting all of my tracks, luckily this was temporary. I would have walked away at that point if it was destroyed. The issue turned out to be that I had used a custom layer for Bob and once I set it back to layer 001 the import from favorites went smoothly.
I found the most challenging things in this build to be:
- all of Bob's animation transitions from stationary to following the rider to arm chopping down to crashing then rising again.
- resetting the animations at the checkpoints. It was tempting to put in less because it would considerably cut down on the work but I didn't want to skimp so I just had to deal with it.
- bringing Bob to life with sound effects, nothing really matched immediately. Lots of tweaking was required to get a reasonable sound.
- deciding what was important to include in the track. I had so many things I wanted but had to prioritize what actually got put in otherwise it never would've been ready.
Big thanks to mcspidey and redlentil for their helpful suggestions for Bob and the decor
Track Statistics
Hours Editing - ~75
No. Checkpoints - 18
Objects Placed - 4,834 (~1,800 triggers and events for Bob's animation)
Complexity - ~85%
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I am stoked to finally release my latest creation 'Staged Execution'. This track was by far my most challenging build in every regard and had my brain in a bind trying to get it to work. The reason it was so complex is because the entire track is animated and the animations needed to be very accurate and precise. After substantial effort I believe I have made something which outshines all of my previous tracks.
Currently considering a traditional trials version, what do you think? Any comments would be great.
Cheers for checking in and I hope you enjoy it! :)
Staged Execution - Extreme Skill Game Can anyone survive to the end?
'A mighty test of skill and survival'
'Get as far as you can with 3 lives'
Roach, Viper or Rabbit
Short demo video from pre-release - http://youtu.be/5aA-p7eTNlQ
http://s27.postimg.org/r1ia14qv7/2014_08_01_00001.jpg
Medal Times
Platinum 12 Rounds
Gold 9 Rounds
Silver 6 Rounds
30:00 time for all medals
Development notes
The premiss of this track is the ability to see the new drive line in the background at all times. At first I instantly animated the background forward but soon realised that a short animation would achieve the effect I was after much better.
To achieve this effect the entire track is animated. As you can imaging animating an entire track is tricky and I spent much of my time debugging and troubleshooting the animations. I was also concerned that the editor would simply break at some point but the editor held up very impressively. I made a similar track on Evo and the editor was a dog trying to do similar things.
My first pass was to simply have a Green, Blue, Purple, Red and Black stage which were just rooms with scaling difficulties in each. Once I started dressing the stages I sort of went berserk with pimping it up.This had an exponential impact on the time sunk into this build because of the aforementioned difficulties.
One of my biggest challenges was the fact that skipping through the track with the bumpers bugged out everything. This meant that testing was insanely annoying and tedious as for a true test the entire track had to be played through... One tool which assisted me with this was to record videos and watch playback for animation, sound, lighting, environment and effects debugging.
The strangest bug I encountered was where I had the start checkpoint and another checkpoint nearly on top of each other. This meant that any trigger with 'reset on checkpoint' unticked was not resetting on track restart. Once the checkpoints were separated the issue resolved itself.
Another major issue (besides the mass animations) was getting the 5 different environment effects, lighting and sound-scapes to blend smoothly and reset if the next checkpoint wasn't quite reached.
Cheers to mcspidey and lolseme for their helpful comments and advice for the track
Track Statistics
Hours Editing - ~110
No. Checkpoints -
Objects Placed - 4,472
Complexity - ~60%
Abominable Ascent - Hard Skillgame
Viper Only
1:30 Time Limit
Edit - damn, medals are broken, leader board positions are correct though
https://www.youtube.com/watch?v=YoSfmoo4yqc
Medal Times
Platinum 10 Rounds 10m Height
Gold 7 Rounds 8m Height
Silver 4 Rounds 5m Height
Development notes
Normally do not even think about skill games but this concept won me over so had to get stuck into it. Was enjoying the build so tried to polish it up plenty. Streamed the entire build if anyone is interested it is on twitch.
Track Statistics
Hours Editing - ~10hr
No. Checkpoints - 0
Objects Placed - 617
Snow of Skills - Extreme Trials
Viper
Video (cheers TeriXeri) http://youtu.be/dM4HtCh4SLU
http://s30.postimg.org/o7h0mxgsx/Tri...9_10_50_15.jpg
Medal Times
Platinum 0 Faults 36.00
Gold 5 Faults 1:00
Silver 15 Faults 2:30
Development notes
An 'easy' extreme. Aimed for classic style obstacles.
Track Statistics
Hours Editing - ~16
No. Checkpoints - 9
Objects Placed - 983
Ruined Trials - Hard Trials
Roach, Viper or Rabbit
Video (cheers TeriXeri) http://www.youtube.com/watch?v=Lm9SR...share&index=43
http://s13.postimg.org/598qa5dc7/Tri...ned_Trials.png
Medal Times
Platinum 0 Faults 23:00
Gold 3 Faults 33:00
Silver 15 Faults 1:30
Development notes
Going for more technical time savers for speed running. Also tried to break up the pace some.
Track Statistics
Hours Editing - ~9
No. Checkpoints - 4
Objects Placed - 600
Crevasse - Hard Trials
Rabbit Only
Video (cheers TeriXeri) http://www.youtube.com/watch?v=4u13y...share&index=47
http://s28.postimg.org/3qzfgnn7h/Tri...17_9_18_17.jpg
Medal Times
Platinum 0 Faults 23:50
Gold 3 Faults 34:00
Silver 15 Faults 1:30
Track Statistics
Hours Editing - ~Half day
No. Checkpoints - 6
Objects Placed - 2,322 (mostly copy paste for the glowing props)
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I am very happy to show my track Purgatory. This is my second fusion track and sixth including evo releases. I incorporated fast lines as seen in the video or regular lines for easier non platinum lines! I will release this as a non skill game 'trials' version in the future.
Purgatory - Hard Skillgame
Rabbit Only
http://youtu.be/7F1zjtL9mLw
Medal Times
Platinum 0 Faults 2:22
Gold 3 Faults 2:50
Silver 10 Faults 4:00
Development notes
I was inspired to start thinking about and planning this track after seeing “~Switches Desert (2D)~ by - G Satchmo”. Switches Desert is one of my favorite tracks on TC and I have gravitated towards using the Rabbit since.
Purgatory is a very personal track for me. A family member has been battling chronic illness for a long time which has had a big impact on my life. I wanted to work an aspect of this into my new track. Atmosphere was the first key in achieving this. A bleak, stripped back feeling with a minimalistic approach to sight and sound was my goal. The second key is the concept of a ‘stamina’ meter’. The meter represents, for them, the day to day struggle to battle onwards in their state of illness. The players appearance into Purgatory signifies the start of this battle. The escape out of the darkness at the end is a metaphor of the dream to emerge from this state victorious.
The stamina meter is the out of gas concept but slightly modified. Every checkpoint the player is given a quota to complete the section. Should you run out of stamina in the track, the darkness creeps in until the screen falls to black and the rider is failed. This quota allows for no wastage of energy. I did not want another ‘full throttle track’ where players have the gas button smashed the entire time without a thought in the world. This track requires accuracy and finesse of the throttle for smooth, fast lines. It also rewards those that can maintain flow and momentum and penalizes those that do not conserve these.
I held this track to a high degree of scrutiny for the entire process and did not accept anything short of what I deemed acceptable. This level of design refinement took a toll on me as the editing process dragged past the one week mark. Only once I was very happy and enjoyed playing every section did I share it out. It is my hope that all that play it will be inspired as I was by ‘Switches Desert’ and enjoy playing Purgatory as much as I enjoyed making it.
Overall this track is my most prized Trials creation to date.
Cheers
Track Statistics
Hours Editing - ~70+
No. Checkpoints - 14
Objects Placed - 2057
Arctic Rabbit - Hard Trials
Rabbit Only
http://youtu.be/3pKLOwxtztw
Medal Times
Platinum 0 Faults 0:26
Gold 5 Faults 0:50
Silver 15 Faults 2:00
Development notes
Arctic Rabbit is my first track on Fusion and my first track back since releasing Collapsing Construct on Evo. I needed a break from editing after an on and off 6 month, 100+ hour development time for CC. This is the reason Arctic Rabbit is short and sweet. I was not planning to release it as I was just mucking around in the editor with the Rabbit. I realised that something pretty cool had emerged so slapped in some background and ended up with what you see. It was a nice and short one day project.
Track Statistics
Hours Editing - ~6
No. Checkpoints - 8
Objects Placed - 232


