Great read and very well written I thought Skye. A huge well done RL. Great interaction tool. :>
Hi everyone just want to say I enjoyed listening to the podcast yesterday and look forward to seeing what the new and old members can come up with for the new trials game. I have a feeling the next trials game is going to be awesome
Excellent first Trials Radio, can't wait for the next one ^^
I thought something similar..Originally Posted by booped Go to original post
Congrats Rishaan, i'm happy for you, well deserved - and thanks for the interesting insights RedLynx.
I can answer to few your questions.
1stOriginally Posted by SeniorNecky Go to original post
Every object has only one BW mask what we use for coloring. White part of the mask where the color is applied. So usually we put the rust and details on the black part. This means we can only colorize the white part of the mask and the rust parts wont be colorized. There is a way to invert the mask and colorize the black parts, but this means that the rust parts will be colorized also which results in bad quality.
So having 2 separate colorizable is harder to make look good especially if you have details on it.
2nd
Every object is using 1 material or should be because we dont like unnecessary draw calls. We can choose that material has emissive feature but it just means we add emission map for it. Emissive map is just a grey value map which tells what parts of the model are emissive. But the color still comes from the diffuse map (which we can colorize with masking). This comes back to the first point. In order to have coloring for emissive parts they would need to be on the white part of the mask.
So either we color emissive parts with the same color as the object or we give it a color what we cant change.
If there is a object what we dont want to colorize, then we can mask only the emissive parts.
Awesome Stuff guys maybe I should build my ultimate track with hundreds of animations stuff ! But I love building 3D world more !
Really cool interviews on the podcast. I'm looking forward to hearing more.
One thing I'll say on the editor objects topic is that I think it's cool to assemble a wish list to see what objects are the most requested, but I think it will always be important to be able to re-envision the objects in the editor to fit your theme, and that was one of the biggest differences between Evo and Fusion for me. In Fusion all the objects were smooth and glowy and futurey in a way that was hard to work around. Objects in Evo were more "generic", but they didn't draw attention to themselves so it gave track creators more freedom to make subtle suggestions if they wanted the track to feel one way or another.
To add to the scaleable parts idea, which is really useful, I think it would be neat if primes could be parameterized in more ways, like being able to put a length and separate diameters for each end of the part so that cylinders could become cones and squares could become pyramids of different dimensions. Kind of like the Kerbal Space Program Procedural Parts mod, if anyone is familiar with that.
Hi,
There's a few things that i would like to see with the editor in the new game. Scalable objects was one of those things, but it looks like you guys already have that one covered (and it looks tasty) so il move on to the other suggestions.
Upload "Beta" Period
Something that has always annoys me with tracks, especially the more complex builds, is the ease at which mistakes can be made and the hoops we have to jump through to rectify them without making a mess out of our personal track central feed. The process of having to post on the forums and wait for a real live person to remove the track etc is such an out dated method and could EASILY be much more streamlined.
What i'm suggesting is applying a beta period once a track is uploaded to track central. The beta period will last for a specified amount of time (1 week or something) and will have a countdown on the track central feed tile to show players how much time is left in the period. Within this period, the track will act as any regular track has done in the past for all players, however, the creator will be able to remove the track at any time up until the period runs out. This will be useful for allowing players to live-test more complex map and offer a very effective method to fix mistakes without having to post on the forums and wait for someone to manually remove it or add a suffix like [FIX] (or [re-fix], [re-re-fix] (you know who you are)) which will just spam your personal feed with unwanted broken tracks.
One of the main reasons i would imagine people are not allowed to simply delete their own tracks in the past is because of the potential that many people may have spent a lot of time shooting for high scores etc., and i think this suggestion will completely remove this issue as people will be able to simply wait until the beta period is over until they fully commit to a track.
Online Skillgame Capabilities
Since the days of evo, we have had the ability to create multi-player skillgames, but have never really had any motivation to do so, as they are significantly more difficult to make and have a much smaller audience due to a lot of us being proper loners. Also, the ability to play single player skillgames in a similar manner to the way a regular trials race works online currently.
I probably don't really need to go unto much detail for this one, so to put it simply, it would be nice if we could play the multi-player skillgames online. I have no idea about programming or whatever, so i have no idea how much of an undertaking this would be to implement, but it would be nice to see a revitalised skillgame feed like we had in Evo, and i feel allowing players to not only play single player skillgame online in a VS style way like a regular trials race, but also to play Multiplayer skillgames online.
Online Coop Editing
As far as absolutely game changing additions go, this is the one. Forget about adding some new gimmicky bike and S**t like that, THIS is what the game really needs to step into the next generation (and probably should have been implemented in fusion over FMX). Like i said above, i have absolutely no idea how hard something like this would be to implement, but my god would it be worth it.
Please don't take this as disrespect, but after Redlynx studio was picked up by one of the absolute gaming giants, Ubisoft, and a large increase in size, i personally expected big things from fusion prior to its release. I can honestly say that you guys didn't deliver for me personally. With a lack customisation compared to Evo, missing Online, Etc. etc. (the list does go on), i was wondering where all of these extra resources were actually going. It seemed like you guys actually produced better content BEFORE being picked up by a giant, and really it should be the other way around.
With that being said, the next trials game is your opportunity to show us what all of these resources can really do, and that means NOT shying away from the big updates that people actually want to see, no matter the difficulty of implementation.
Now to most people, i probably don't need to explain how absolutely insane this feature would be, but in case you are sitting there thinking "why the hell would i want them to spend time implementing this. I don't even use the editor!", i will explain it anyway. Think about all of the insane tracks that people build on this game. Now think about if a group of those builders were able to work together live at the exact same time on a single track. Not only would the release speed of high quality tracks increase significantly, it could also act as a training platform for top tier builders to mentor new/bad builders, creating more top builders to produce even more high quality tracks!
As far as new features go, THIS is the one that will have me going crazy.
UGC Logic/Grouping Sharing System
We have the ability to share tracks (obviously), but how cool would it be if we also had the ability to share smaller creations like logic strands or a group of objects (aka custom build objects).
There are some builders out there that have the amazing ability to combine objects to create completely new objects, sometimes to the point where its hard to even tell what original objects were even used. A Grouping database, similar to the track central database would allow people to upload groups of objects so that lesser creative builders have access to the crazy custom objects that currently only a small few people possess the ability to create. Similarly, the ability to share grouped logic chains would help those who have no idea where to start with logic (or those lazy people who don't even try).
These new group shares would allow more players to create higher quality content for the entire community to enjoy. Im sure there are many people out there with amazing skillgame ideas etc. that don't possess the knowledge to actually create those ideas with the current logic in game. This would allow people to create what was once destined to locked in their imagination.
Online economy Using In-game Currency
Its no secret that the currency in Trials fusion was basically a complete waste of space. Simply playing through the game casually would give FAR more money than was actually needed to buy all gear. What i am proposing here is that we actually put that money to good use.
The first method i am suggesting to utilise this currency is allowing players to sell their custom objects/logic (assuming the above suggestion becomes a thing). Players would be able to set a price to sell their objects/logic for, as well as adding a number of units available if they want to add some exclusivity to the objects.
The second new use for currency would be tips. Tips can be given to builders after completing UGC tracks. If you feel a track was something really special, you can tip the builder for their hard work, potentially helping that builder in the future as they will be able to spend the money on custom objects etc.
Finally, currency can change hands in 1v1 or 2-8 player Multi-player. Players can wager a decided amount of currency on the result of an online multiplayer, be it a 1v1 winner takes all or a 3+ player party where each player puts in a set amount and the top 3 players take a cuts at the end.
I feel like by adding more use to currency in game, you will be able to get a lot more value from it, and will be able to offer more expensive customisation objects that wouldn't necessarily be viable from casual game play. This offers more incentive to use tools such as the editor, even if it is simply to create custom objects to sell and not actual full tracks. And of course, it offers serious bragging rights then u become a beastly tycoon on trials.
Split A/RT and B/LT Logic Inputs
Fairly self explanatory. Simply offer separate input logic for these inputs to use in skillgames. Sure, its possible to split them using logic, but it requires fairly in-depth knowledge of logic and it FAR more complicated than it needs to be to the point where a lot of people that could be utilising it cant because they don't know how too. Also, splitting them is inaccurate so if that isn't a good enough reason to do it, i don't know what is...
Voxel-Style Land Transformation
Not sure if this is the correct name for what i'm asking, but basically, the current terrain modification is outdated and WAAAY more complicated than it needs to be. Its so annoying to use in fact, that a lot of people simply avoid even using the ground at all so they don't have to worry about it.
It would be very nice if we were able to use a terrain modification tool similar to the likes of Planet Coaster and Project Spark (rip). Not only does this make it far easier to create the ground shames we want, but it also allows us to create ground that currently isn't possible with the current system (overhangs etc.).
UGS Track Challenges
I saved this one until last since i remember hearing a while back on one of the trials live streams that the new game may not even include track challenges at all, so it may be a little redundant. However, i was a huge fan of track challenges on Fusion, and i think it would be a real shame for them not to make the transition to the next game (especially if S**t like FMX does make the jump).
As someone who absolutely LOVES creating nice little easter eggs and stuff in my tracks, i always wished that we had the ability on Fusion to add custom track challenges into our tracks. Some people may argue that you can already do this using logic etc, and to that i will gladly tell them to gtfo.Its not even comparable. first of all, its not final. Trying to compare challenges that unlock to something that resets the second you end the track is just stupid. Secondly, the level of logic knowledge required to actually implement such a system from scratch (as well as the time it takes) is FAR greater than simply having a single logic tile dedicated to track challenges (which is how they work in single player levels). This is one of the reasons there's only a hand full of players currently creating their own system. Its simply not worth spending the time (and potentially learning) to create a full system that just resets it's self once the level ends anyway.
Track challenges allow the more creative builders to add so much more depth to their tracks outside of simply just finishing the track. Its a shame we didn't have custom track challenges on Fusion given how easy they are to implement with a single logic event. It would have been a case of a slight UI change on track central and not much more... A bigger shame however, would be if we lost one of the only good new features that Fusion bought to the series without it having been used to its full potential.
Sorry for the huge wall of text. I get very passionate about the games i love! <3
There needs to be a new (or at least refined) rating system to track central. The more difficult a track is, the more it's hurt by dislikes. If someone makes a difficult ninja track, all it takes is 1 dislike to completely ruin its rating due to the current algorithm.
Good presentation of your ideas there Jonny. I was going to suggest this one too. I make music using the logic and would love to be able to share that to others who could use it in their creations!Originally Posted by Jonny Go to original post