1. #21

    Re: EVO INFO - Quotes from Devs and Previews

    Originally Posted by TP4MYBUNGHOLE
    So does anyone know how many ghosts you can have at once?
    I think its max 4 player online, so you and 3 ghosts. I may be mistaken!
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  2. #22

    Re: EVO INFO - Quotes from Devs and Previews

    Originally Posted by Richieburner
    Originally Posted by TP4MYBUNGHOLE
    So does anyone know how many ghosts you can have at once?
    I think its max 4 player online, so you and 3 ghosts. I may be mistaken!
    Thats correct. Max is 4 players but you can choose to play just 2 or 3, same with the multiple driving line tracks.
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  3. #23

    Re: EVO INFO - Quotes from Devs and Previews

    time seems to be passing fast, i must have read the op 10 times now.

    they must be so close yet so far to compleation. when we get the release date i dont think ill be able to hold my excitment back.

    thanks willy.
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  4. #24

    Re: EVO INFO - Quotes from Devs and Previews

    I received this a while back:

    "Congratulations for guessing the release date correctly. You will receive an exclusive evolution hoody and 50,000 US$. See you in Evolution!"
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  5. #25
    willyums's Avatar Senior Member
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    Re: EVO INFO - Quotes from Devs and Previews

    if anyone else has any more pointless made-up **** theyd like to post, feel free.
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  6. #26

    Re: EVO INFO - Quotes from Devs and Previews

    Starfire forgot to mention the last part of that story......

    "then i woke up"
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  7. #27

    Re: EVO INFO - Quotes from Devs and Previews

    THANKS FOR GETTING ME SO HYPED UP AGAIN DOD DAMIT !!!!!!

    The whole 'The creator has to beat the track before it's allowed to be uploaded' is a really really good idea, nice one Redlynx!!

    And i'm really hyped! I thought multiplayer was just where you race against 4 bikes in different lanes and there were limited tracks! But theres a multiplayer where you can play on a single line with ghosts as the other riders on ANY in-game track you wish? OR Multiplayer track?
    That's just....Insane.....
    I really, reallly realllyyy am considering saying goodbye to my life.
    Trials HD kept me occupied for nearly 2 years and that didn't have multiplayer. Evo is 10x as big. Oh my...I can't even begin to comprehend how much of my life i'm willing to donate to this game AND NOT EVEN CAREEEE
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  8. #28

    Re: EVO INFO - Quotes from Devs and Previews

    I decided to follow Jarr3tt88's advice and search through user posts. I only searched posts from Sipe, Sebbbi and ANBA as i've seen these three make the majority of the posts, Sebbbi has definitely contributed the most. I found quite a lot of info, i hope you all enjoy reading it.

    GAMEPLAY

    Originally Posted by ANBA
    You can chooce what bike you want in local mp.


    Originally Posted by ANBA
    Uphill riding is basically identical. Nothing is tampered there. Dunno.. Maybe you are just better rider

    Bike can now take more hit if dropped really high.



    Originally Posted by KatamariUK
    When playing multiplayer over Xbox Live you see the camera centered on your own bike. The other players can vanish off either side of the screen and not be affected. If you fault, you will respawn at the last checkpoint you passed as it does in Trials HD, but with a short pause to deter fault spammers (is that a term?). Whoever crosses the finish line first gets the maximum points (unless they have faulted).


    Originally Posted by Sebbbi
    We haven't still decided the final package size. My wild guess would be around 800MB - 1500MB. The game has so much more content than we had in Trials HD: Huge detailed environment, massive amount of different objects and object outlook variations, a large soundtrack and lots of sound effects. It's build to have retail game quality.
    Originally Posted by ANBA
    Bailout finish is option in local mp and private match.

    It cannot be used in ranked mp or normal racing tracks as goal rule.



    Originally Posted by Sebbbi
    Originally Posted by WILLYUMZ
    does the phoenix sound a bit more 'manly' yet?
    No, we decided to keep the whiny pitched up sound because we have all fallen into love with it

    The new engine sound reacts to physics simulation of the motor and the tires. We simulate engine RPM, up/down shifting and engine load. So different angled slopes with full gas sound now different. It's also more manly

    Originally Posted by Sebbbi
    Originally Posted by buttcheekofdeth
    Also glad that skill games don't count for global anymore. They'll actually be fun now that I don't have to worry about doing good on them.
    That's exactly what we are aiming for. Skill games should be fun. And if some skill game has exploit cases based hugely around luck, it doesn't break the game, since it doesn't ruin your global ranking score.
    Originally Posted by Sebbbi
    Originally Posted by TwoHitter
    also if any of you devs have the time to answer this, what major problems and or bugs have you had to overcome while developing evo?
    Trials HD had view distance of 40 meters (just fog after that) and pretty small indoor levels. EVO has view distance of 2000 meters (50 times longer), and the game world is huge. There's so much more objects and geometry in the screen to process in EVO, and yet we only have the same Xbox 360 hardware to achieve the same smooth 60 fps gameplay. I have literally spend half a year just in optimizing our technology to make that possible.

    Multiplayer and track central of course have both been technologically challenging to implement. Good multiplayer network code that hides online lag is of course the cornerstone of multiplayer game experience. And you can imagine having hundreds of thousands players searching and downloading tracks/leaderboards at the same time from the track sharing server.

    When the game is ready, I am going to write some kind of technical post mortem of the game, detailing our successes/problems and technology choices. But for now, we are all 100% committed in finishing the game. There are many bugs to squash and many things to finetune yet. We want to have the game extremely well polished on release day.

    Originally Posted by Sebbbi
    Riding line tuning is of course important... but so is adding fighter jets, helicopters and crashing cars in the background

    You will encounter many unforgettable things in the Evo tracks. The new trigger system allows imagination to fly.

    Originally Posted by Sebbbi


    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 Sebbbi
    Originally Posted by KurtCobain
    Will Trials include the ubisoft UPlay features?
    No, we do not yet have any Ubisoft technology in our hands. Trials Evolution is based solely on our own technology (and Microsoft servers for track sharing).
    Originally Posted by Sebbbi
    Originally Posted by ANBA
    Also the wheelie in my mind is a lot easier in Evo. Sebbbi your tought?


    I don't remember how wheelie was in the 2.5 month old build, but in last week's build I could basically wheelie tracks from start to end (Sipe was doing some really long wheelies as well).

    I am starting to like the new bike a lot, but of course there's still a lot of minor adjustments we have to do to make it perfect. The feelback always helps, so keep it rolling.



    EDITOR

    Originally Posted by sipe
    We don't have any pre animated scenes or skill game rules. Everything is done using our new improved Trigger System.
    Editors tool and basic object properties can be manipulated with Trigger System.
    Almost every single component or object can be physical object.

    And its TRIALS!



    Originally Posted by Sebbbi
    Information already available in interviews and previews:
    - We make ALL our tracks using the ingame editor (incl. skill games)
    - You can control other things than the bike in the skill games (pacman, breakout, super monkey ball, etc are mentioned)
    - Camera can be made to follow any object in the game world (in Trials HD camera always loosely followed the bike)
    - You can move the physics activation bubble freely around the world (in Trials HD this was centered to the bike)
    - There is a complex trigger/event system that allows you to "create new games"

    Basically we werent that happy that the old (Trials HD) system didn't let us add completely new skill game rules later on. We were tied to the existing 12 rules, and only could add new tracks in DLCs. So we decided that this time we will make a system that allows our level designers to completely define all the game rules inside the editor. This would allow us include completely new skill games in DLCs, and it would also let the users to define their own skill games. As an additional bonus, we now could define our achievements with this same system, allowing us to create more complex achievement conditions. Of course during development it got a little bit out of hands

    I am pretty sure there will be many videos showing the editor before the game release. I am not going to spill any more beans this time.

    Originally Posted by Sebbbi
    Originally Posted by KyoshiYozima
    I bet you could make a fully functioning calculator
    Of course you can make a functional calculator. What kind of weak editor you think we are doing?
    Originally Posted by Sebbbi
    Originally Posted by SharpieSniffer
    I would hate to see the head bounce be taken out.I think even in HD your rider could be hit with dust and he would fault.I liked it in certain skill games where the rider could fall on his back and still keep going.I think thats in the flipper ones.But im not gonna cry about it so...
    It was a bug in Trials HD... you could pretty easily get stuck with the bike and didn't fault. It was confusing for beginners, since the game didn't show respawn buttons until you actually faulted. In real trials (sport) you get fault just by touching the obstacles (only bike is allowed to touch the obstacles). Still games with different rider detach/damage rules can still be made (and now you have even better control over it, it's not limited for certain skill game modes like it was in Trials HD).


    TRACK CENTRAL

    Originally Posted by Sebbbi
    Originally Posted by FatShady
    We already know that the track creator must be able to complete the track to upload it to TC. Well, how about if the replay of the creator riding his/her own track was available before you download the track. You can watch the replay and decide if you want the track.
    Yes. The replay of the original run is recorded and stored to the server along the track, and players can download it.

    Edit: Changed format to suit topic.
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  9. #29

    Re: EVO INFO - Quotes from Devs and Previews

    Nice one motion..


    Create your own rules in custom games?? I can't begin to contemplate how that can be accomplished..
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  10. #30

    Re: EVO INFO - Quotes from Devs and Previews

    We have controller trigger, and that allows you to feed all controller input to the trigger/event system.

    You can do a simple twin stick first person shooter like this:
    1. Create a human sized sphere, and make it invisible (but keep physics active).
    2. Create a camera object
    3. Create a controller event, and link it to several events. Right thumbstick events modify looking variables that represent looking angle, and left thumbstick events activate force (aligned to looking angle) to the hidden ball (move forward, backwards and strafe left/right). Button Y event activates a upwards force (jump)... etc.
    4. Create a trigger that fires every frame, and link it to an event that sets the camera position on upper part of the hidden sphere (human head position) and sets the camera rotation according to the looking angle variables.
    5. Now we have dual stick fps rotation, movement and jumping figured out, and you can move around the world (the invisible ball handles the collisions, so you cannot move though walls, etc silly things). If you want to add shooting, you can use object spawning event, and give the spawned objects angle and starting force according to looking direction.

    If you want to do a vehicle shooter you can just link the controller events to the vehicle motors and use rotational forces on front wheels. It's easy to make a camera follow an object, so third person games are very easy to make (first person is harder, as you can see from the steps above). Adding shooting elements to the existing bike is even easier, as you can just use the controller event to reach to shoot button (for example Y) pressing, and spawn needed "bullet" objects from a "gun" glued to the bike.
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