Joer, que dominio con la moto. Yo me habría caído 50 veces mínimo.
How does Evolution's editor compare to the one in Trials HD?
Lee Rowland: To put it in perspective, HD’s trigger system gave you about four options from every trigger. In Evolution you’ve got thousands of potential options through the various combinations, and because of that you’re able to modify practically everything in the game instantly, which opens up practically any kind of genre.
Could you tell us more about the scripting icons that are shown in the trailer?
John Lloyd: The icons are almost a little programming language of their own. We’ve got a ton of different functions that all the different icons can perform, from simple things like just making something break, to the more advanced stuff that we show at the end of the trailer, including other types of games.
Antti Ilvessuo: But it’s important to remember that it’s still geared towards making Trials tracks easily, and you don’t have to worry about the icons to do that. You just place a starting point, a finish line and some obstacles then off you go: You’re ready to ride.
What are the editor's limitations?
LR: There aren’t really any limitations! [Laughs] At the moment we’re just testing anything, we’re saying, “Okay, I want to try and make this type of game,” then seeing if we can. There’s practically nothing you cannot do; it’s bloody huge.
AI: We are are currently experimenting with what's possible. At the start we just thought it would be a cool thing to do [for Trials tracks] but when we were making tracks for the game, we learned what it was capable of. Lee made the firstperson shooter [in the trailer] four weeks ago, but we're already making better stuff. The limits are pretty high!
Could you talk us through how you created the first person shooter in track editor?
AI: First of all, not everybody was aware of this, but Trials HD was a fully 3D game. The camera was simply locked so that it followed a 2D path. So we unlocked that, and now you can put the camera behind the bike, or wherever.
LR: The camera that follows the bike can be modified to follow anything. So you can choose any object and make that the player character. So therefore in an FPS, you’re actually controlling an object with the camera attached to it – a disembodied camera basically, with collision detection to stop you falling through the floor! It’s all about making the player controlled character you need and then attaching the camera to it in different ways. For instance, for a 2D side-scrolling game you would make a side-view camera and it would stay locked.
From your descriptions and the trailer, the editor seems quite technically involved. LBP masked its complexity with a friendly UI - how have you approached the problem?
JL: I’m putting together tutorial videos that people will be able to watch online to learn how to use the editor. They start out with really basic concepts that are easy – pretty much anybody will be able to pick it up and do it. But as you get into the more complicated stuff, it will take a little bit of work to get the hang of what’s going on. But once you get it, it really opens up the possibilities of what you can do. When we got into the more complicated stuff we decided to give players a lot of control.
AI: We don’t hold hands or force you to learn how to use the editor. We know that not everybody will use it, but people who want to learn it can put the time in.
How did you approach the challenge of building such a powerful tool?
AI: We’ve just been taking our time. The original idea came from our 3D programmer and graphics guy – they had an idea of how to do an editor in a new way. They demoed what they thought their idea would be, we tested it, and decided it would be a cool way to go because it’s a new way of doing things, at least on console.
Can players build multiplayer tracks?
AI: Yeah, players can create side-by-side or online multiplayer levels, and save them locally then play with friends.
How about multiplayer games in other genres?
AI: Some you can, others not. Locally, you can create any multiplayer games that can be played on one screen. It's not easy, but you can do it. Online, though, multiplayer games are mostly limited to bike riding - for example, you can't make a four-player online shooter!
It was quite hard to share custom tracks in Trials HD. The Evolution trailer suggests a bigger focus on social aspects, though.
AI: We have different feeds, including RedLynx Picks in which we’ll point players towards cool tracks that we’ve found, plus there are various ‘top-rated’ feeds for different types of tracks and games. Then on top of that, there are search functions for gamer tags etc. So it’s really easy to find cool tracks, and we’re happy with the system.
Do you have a firm date in mind for the game's release?
AI: Err, we are making the game and the date we have set is spring [laughs].