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Autor: | membran | ||
Datum: | 19.08.11 15:05 | ||
Antwort auf: | Trials HD (Xbox Live Arcade) von Flöhchen | ||
Aus dem Redlnyx Forum, gesammelte Aussagen der Programmierer zum Spiel: 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. ----------------------- User created HD tracks were up to 8kb of game data. Xbox dashboard shows 80-90kb for each track, because the dashboard file has lots of extra Microsoft stuff inside (for example the graphics icon to show in the Xbox dashboard). We haven't yet stated how large the Evo track files will be, but as Sipe already said, track size doesn't matter that much now as we have the track central. We aim to have considerably higher object limits in the new game. We are still tuning up everything and optimizing stuff to allow you to create as complex tracks as possible. -------------------------- 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). ---------------------------- 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). ------------------------ 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 ------------------------- (Money System): 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... ---------------------- Yes, those two bikes [Scorpion / Phoenix] 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. ---------------------------------- 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." --------------------------- 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!) ----------------------------- 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. --------------------------------- 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). -------------------------------- 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. ------------------------- Yep, although I'm not tellin' how, lol! Everything you will play, see or experience in the game, you guys can reproduce in the editor for yourself! It's a bit mad what you can do! I have to be sedated regularly when I start thinking about the stuff that's possible! I need to lie down a lot! Also, 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! ANBA actually mentioned it in the Gamescom interview but nobody has picked up on it, yet). ------------------------------- 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. ---------------------------------- Environments in Trials Evolution are 2km by 4km. ---------------------------------- Geil. |
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