1. #1
    willyums's Avatar Senior Member
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    EVO INFO - Quotes from Devs and Previews

    the info we have had from the devs seems so long ago now its kinda hard to remember everything that was actually said and its not exactly easy to find either.
    ive checked through the long info thread and also the preview pages and quoted useful about evo, a lot of which i hadnt even read before.

    and i can guarantee, even if youve read ALL of this before, reading it again will still get you hyped up for evo once more

    >>> GAMEPLAY

    Originally Posted by [COLOR="#40FF60"
    ANBA[/COLOR];0]
    Originally Posted by xIronWarlordx
    Can the rider swim in deep water?
    ...or does he just drown?
    No. He can kindda swim
    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]
    Originally Posted by GOLEM100
    The comments about the bike audio are correct IMO. It sounds a bit weedy and could benefit from a more full throated and high fidelity roar.
    The game is not final yet, and especially the sounds are still heavily under construction. There are also many graphics improvements coming up (esp for background outlook).
    Originally Posted by [COLOR="#40FF60"
    ANBA[/COLOR];0]Drawdistance = huge
    60fps


    Originally Posted by [COLOR="#40FF60"
    ANBA[/COLOR];0]
    Originally Posted by SharpieSniffer
    Are we going to have the option to build our own multiplayer tracks and play them with our friends over live?
    For sure!
    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]
    Originally Posted by WILLYUMZ
    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]
    Originally Posted by WILLYUMZ
    ..seeming a lot more full throttle-big jumps on big bikes and such rather than more Trialy obstacles on small lighter bikes which i prefer.
    Maybe they will capture some Out of the Pit footage. Now is a good time to zero fault it
    is anyone capable of 0 faults yet?
    Yes. The friction of the stones used to be really low, making the track almost impossible to pass. We fixed that problem, and now it's much more manageable... did I mention that now different objects have different friction as well... and you can tweak them
    Originally Posted by [COLOR="#40FF60"
    jenkki[/COLOR];0]
    Originally Posted by xPrOFeSsi0NaL
    ..whether or not the customizations or upgrades or whatever you want to call the will actually affect the performance of the bike?
    No they do not affect the bike. Everything is based on your skill, and your skill alone.
    Your custom appearances show up in multiplayer, etc. so if you see someone in the most expensive outfit in the game in an online match, you can figure he's a pretty good player though...


    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]
    Originally Posted by MurdocLoch
    Scorpion is 450cc now! I think it's going to be a lot faster then the Phoenix
    Yes, those two bikes are more different now. Scorpion is really fast if you get perfect flow to your run, but it's so heavy that it needs plenty of time to accelerate to max speed. A single small mistake costs often very much. Phoenix is lightweight and agile and unbeatable in tracks that require lots of braking and acceleration / in tracks that have lots of steep upward slopes.
    Originally Posted by [COLOR="#40FF60"
    sipe[/COLOR];0]Any normal track can be played as single line online multiplayer.
    Side-by-side has its own tracks which can be played online or locally with your friends.

    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]In supercross tracks you have four separate lines, one bike on each line. Supercross tracks always have four lines, but can be played by less players (1-4 lines are used based on player count).
    In single player tracks you have one line, and the other online players are seen as transparent ghost riders. So everyone can focus on his own run instead of trying to collide with each other (it would be really hard to pass other players in the same line if bikes would collide with each other).

    Originally Posted by [COLOR="#40FF60"
    ANBA[/COLOR];0]
    Originally Posted by T4KShadow
    was that rising water in the second video, or was it lowering platforms?
    Water plane is raised
    Originally Posted by [COLOR="#40FF60"
    sipe[/COLOR];0]
    Originally Posted by xPrOFeSsi0NaL
    I think its kind of dumb how everybody is on 1 screen. But if thats how multiplayer is going to be then thats how it is. Either way i dont think i personally will be at the back of the pack so its ok
    Local supercross does have spawning logic with penalty if player falls off the screen because obviously players needs to be in one single screen.
    In online supercross there is no need to keep players in same screen so camera tracks your own bike.

    Originally Posted by [COLOR="#40FF60"
    sipe[/COLOR];0]
    Originally Posted by xPrOFeSsi0NaL
    If thats out of the pit then thats a joke. It doesnt even look extreme, it looks like a hard to me..
    It used to be much harder because bike physics and track was little bit different. Now it's between hard and first extreme tracks.
    I guarantee that there will be tracks which makes you cry!

    Originally Posted by [COLOR="#40FF60"
    ANBA[/COLOR];0]Bailout is NOT counted in any levels. Its just for fun. It can be set as rule in local mp. It maybe left in PAX build if it works that what in there.
    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]"Out of the Pit" is a bit like "Going Up" in Trials HD. Both tracks have lots of steep uphill climbing and were stupidly hard at the beginning of development. Out of the Pit has also a technical uphill riding line, and it's really fun to speed run. For me it's slightly harder than Going Up (and other Trials HD easy extremes) to zero fault. It's has became a really nice entry level extreme track.
    If you want more challenge, you should try Way of the Ninja instead. It's extreme all the way, and at the same time the longest track in the in game (in all Trials games to be more exact).


    Originally Posted by [COLOR="#40BFFF"
    IGN Preview[/COLOR];0]Unlike Trials HD, progress isn't made by completing blocks of stages but rather by earning points; the more of medals you earn, the more points you'll get and the further you'll go.
    Originally Posted by [COLOR="#40BFFF"
    OXM Preview[/COLOR];0]Also keeping you on the hook are the new track set-pieces that are either entertainingly silly - such as "Ridinghood," where you half expect a werewolf to leap out at you from the blood-red night sky and its full moon - or curved courses like "Mind Bender," which twists gravity and physics in M.C. Escher-esque ways.
    Originally Posted by [COLOR="#40BFFF"
    OXM Preview[/COLOR];0]Also returning are the hilarious mini-games...with ones where you have to balance giant boulders, fly UFOs (yes, really), ride with a stuck accelerator, and more...
    Originally Posted by [COLOR="#40BFFF"
    Eurogamer Preview[/COLOR];0]Via the Stats screen, you can set a friend as a rival, making it easier to compare your achievements. Pressing A brings up a whole raft of stats comparing your times played, rider deaths, distances driven, and squirrels collected. Yes, squirrels.
    Originally Posted by [COLOR="#40BFFF"
    Eurogamer Preview[/COLOR];0]Way of the Ninja will likely be the track that tests the mettle of the most accomplished players. A figure-of-eight course littered with explosives, wheel-width platforms and troublesome checkpoints, it's not just the largest but also the trickiest course to date. Undoubtedly, it's the track that will sort the men from the boys in the battle for control of the leaderboards.
    Originally Posted by [COLOR="#40BFFF"
    Eurogamer Preview[/COLOR];0]...in one track that winds ever tighter around itself...
    Originally Posted by [COLOR="#40BFFF"
    Eurogamer Preview[/COLOR];0]As well as leaderboard functionality for each user-created course, personal favourites can also be sorted into feeds - whether you wish to organise your play session through Skill games, new courses or even themed courses.
    >>> EDITOR

    Originally Posted by [COLOR="#40FF60"
    sipe[/COLOR];0]Most of the objects can be colorized with full range color picker (not just pre-selected color palette).
    Some of the objects like that metal pipe contains two colors, main and secondary.
    In that case main color is for paint and secondary is for rust parts.

    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]
    Originally Posted by ShiftySamurai
    Will there be fog? Will there be custom cameras?
    Yes and yes. The custom camera system is really advanced this time around. And you can also change the track default camera (easier to make 1 bit trip style tracks).

    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]Direct quote from Eurogamer interview:
    "The Pro Editor mode features a bewildering array of options, from the modification of physical properties, to a sculpting mode that allows you to terraforming the pre-existing playground."

    Originally Posted by [COLOR="#40FF60"
    sipe[/COLOR];0]
    Originally Posted by ShiftySamurai
    Will I be able to remake my Trials HD custom tracks? Can I make a warehouse that looks close enough to the iconic Trials HD warehouse?
    I have "ported" almost all HD objects into the game. I have to re-check that none of the "key" objects has not been left out.
    And yes the old warehouse is back! (Sidenote. It takes about 5 sec to extend gigantic houses!)

    Originally Posted by ShiftySamurai
    Can multiplayer tracks feature curves?
    There is no limitation between normal, multiplayer or skill game tracks. Each of those uses same driving line feature.
    Straight lines can obviously be done by placing only start and end point.

    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]
    Originally Posted by xPrOFeSsi0NaL
    Im assuming we are going to be able to do that in editor?
    All our tracks have been done with the exactly same editor you will do your own tracks. Everything you see in the videos can be done in user tracks as well.
    Originally Posted by [COLOR="#40FF60"
    katamariUK[/COLOR];0]...the 4 lanes multiplayer tracks can curve if you wish and it compensates for the inside/outside lanes when you place checkpoints or finish line. That way all bikes ride the same distance. Of course, obstacles on the lines are up to you to keep fair (or not fair). Distance between lanes can be modified also.
    Did we mention you can modify lots and lots and lots and lots and lots and lots of stuff? (then some more stuff and the ability to do some cool things you won't believe!

    Originally Posted by [COLOR="#40BFFF"
    IGN Preview[/COLOR];0]However, Evolution's toolset borders on the ridiculous in its depth, which explains why it's been split into two: the Track Editor for players who want to dabble and the Pro Editor for those who'd rather spend more time making courses than they would actually playing the game...
    one lets you create racing lines, place objects to drive over and then upload.. the other doesn't just let you make courses; it lets you make games.

    Originally Posted by [COLOR="#40BFFF"
    IGN Preview[/COLOR];0]...offering ten times the content of the HD tools, a 2km x 4km creation area with malleable terrain and so many adjustable triggers, events and other physics goodies that it'll make your brain hurt...
    Originally Posted by [COLOR="#40BFFF"
    IGN Preview[/COLOR];0]...for instance, you can bind objects together to make new objects and then save them for use later on, create massive structures using building 'seeds' that can then be dragged upwards and outwards, or change object types on the fly without having to go through tons of menus.
    Originally Posted by [COLOR="#40FF60"
    sebbbi[/COLOR];0]
    Originally Posted by MegaTrain
    So it always bothered me that in Trials HD, flowing water couldn't extinguish a flaming rider and bike....
    Any idea whether this will be different in Evolution?
    The answer is yes.

    Originally Posted by MegaTrain
    So will any built-in tracks use this feature?
    Can your rider drown in deep water if he stays under too long?
    Yes and yes.
    Originally Posted by [COLOR="#40FF60"
    ANBA[/COLOR];0]
    Originally Posted by raistlin2076
    Will there be a jet ski dlc for custom water tracs
    Or water ski, so one player rides bike pulling along the water skier... team work needed...

    ^^ actually that's a pretty neat idea.. skill game anyone ?
    You can create all that in editor
    >>> TRACK CENTRAL

    Originally Posted by [COLOR="#40FF60"
    sipe[/COLOR];0]
    Originally Posted by bobozilla
    I saw a somewhere that the Evo tracks would only take up 6kb. Is that true? HD tracks take up like 80-90kb so..
    None of the Trials HD track was over 20kb. (DLC's included)
    Most of the original tracks was around 10kb.
    In HD we "exploited" xbla profile storage which was if I remember correctly 64kb for each gamertag per game and user tracks was shared through those 7 8kb slots.
    But track filesize/amount doesn't matter anymore because Track Central Hub.

    Originally Posted by [COLOR="#40BFFF"
    IGN Preview[/COLOR];0]..wisely, created tracks have to be beaten once by their creator before they're eligible for upload, preventing impossible courses making it into circulation...
    Originally Posted by [COLOR="#40BFFF"
    Eurogamer Preview[/COLOR];0]User-created tracks will be shared through the Track Central Hub. It's a powerful tool that's presented with simplicity – at a glance, you'll see new tracks, the top-rated, the most-downloaded, along with a selection of favourites hand-picked by RedLynx.
    if you have any more dev quotes post them, i only got these from that one thread so im sure theres extra info from them somewhere on the forum.
    and heres a pic some people including myself, might have missed:

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  2. #2
    Oski's Avatar Senior Member
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    Re: EVO INFO - Quotes from Devs and Previews

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  3. #3

    Re: EVO INFO - Quotes from Devs and Previews

    Nice work Willyumz!
    There is one thing that isn't there that I'd love to know.
    Draw distance is huge, but can we have physics objects further away than 10ft from the ride line?
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  4. #4

    Re: EVO INFO - Quotes from Devs and Previews

    Excellent idea Willyumz, I cant wait to see all the information this thread could bring up.
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  5. #5

    Re: EVO INFO - Quotes from Devs and Previews

    I enjoyed readin all those bits again. Just makes me more excited.

    It would be interesting to see what kind of ninja and their levels that creators can push out, given that they have to pass it first. I thought it would be better if it didnt necessarily require the creator to complete, but have someone on your friend list pass the track before it goes in circulation.

    Useful if people like Shift or Jar ever decide to make a ninja track.

    <3
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  6. #6

    Re: EVO INFO - Quotes from Devs and Previews

    This makes me want Evo right now.

    I'll have a look, but can you include links to some of the videos that you mentioned?
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  7. #7
    willyums's Avatar Senior Member
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    Re: EVO INFO - Quotes from Devs and Previews

    the previews i got info from are all from the first post in this thread.

    and the dev quotes are all from inside that thread too. which is why i said if anyone finds anymore informative quotes, post them because everything i found was entirely from that one thread.
    its just so full of people being amazed and impressed by evo that the information from the devs is not all that obvious, so i posted it all here in case people missed things
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  8. #8

    Re: EVO INFO - Quotes from Devs and Previews

    Nice on willy, must of taken a while to put together.
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  9. #9

    Re: EVO INFO - Quotes from Devs and Previews

    Really appreciate your effort here mate. well done. Thanks also as it was a good read again.
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  10. #10

    Re: EVO INFO - Quotes from Devs and Previews

    Excellent! Thanks.
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