In case you missed it, earlier last year I posted a link to InsomniacGames' podcast page. In episode 11, Mr. Wyatt was interview by Rolf Mohr (who we interviewed last year), during the "Rolf's Rant" section. Among other topics, they discuss Trespasser. I'd recommend listening to it if you haven't already done so! http://www.insomniacgames.com/podcast
Now, onto the questions!
0066521C: 'Cannot create local swap file - Is Trespasser installed??',0Ah,0
"Cold lino was the driving force behind world power!"
Perhaps we can ask him about all the unfinished easter eggs and cut out parts... Like when Anne says that she could be rich by sending all the info via a sattelite. Would they have included that part if they had time?
He should know since he was the Lead Programmer
Fear the Boo!
"The Hunters Landed on may 13:th
1997 deep in the islands southwest,
most of them had worked at my
African parks for years...
They never stood a chance..."
Since he was the lead programmer, I think it's appropriate to ask this:
1) Mr Wyatt, we truly appreciate how well the physics based dinosaur animations work, considering the technology and resources of that time period, Trespasser was way ahead of it's time. We would love to know how these animations were created, how they work and how they were implemented into the various AI activities.
2) Following up on AI, we speculate that some AI activities were cut off whilst some may have never gone beyond an idea or a concept; ( forexample a jumping velociraptor shown in a concept art image ), not making it to the implementation phase. Could you tell us what activities were cut off and those that were planned, but were never actually worked on?
Last edited by Asjad on Tue Jan 22, 2008 12:58 pm, edited 1 time in total.
1) Were there going to be any NPC's in the game? If so, was any code left over?
2) Were there going to be any more engine features if you had more time to finish the code? Are there any that were finished but not used in the final product?
3) Did you have any special tools to help with construction?
4) How do you think Trespasser would have turned out if you had plenty of time and money to finish it of?
5) Your team did an excellent job on the game even though it wasn't quite finished. Did you get lots of praise?
6) Do you think that there is any hope that EA will release the source code under the GPL?
Slugger wrote:I almost forgot: Mr. Wyatt also was on the team who designed and built the original XBox. I'm sure he would entertain questions of that nature too!
Hmmm... does that mean he may still be in contact with Seamus Blackley, too?
Tell him about the Trespasser Anniversary chat...
Slugger wrote:Post your questions here for Rob Wyatt!
In case you missed it, earlier last year I posted a link to InsomniacGames' podcast page. In episode 11, Mr. Wyatt was interview by Rolf Mohr (who we interviewed last year), during the "Rolf's Rant" section. Among other topics, they discuss Trespasser. I'd recommend listening to it if you haven't already done so! http://www.insomniacgames.com/podcast
Now, onto the questions!
hmmm I'm currently in contact with Mr Mohr via Email, seems like a nice guy and I for one consider it an honour to hear from these guys. can't think of any questions offhand for Mr Wyatt, maybe favorite thing about Tres/favorite level
post something intelligent before I go insane from a combination of exhaustion and boredom
Second Illiteration wrote:I've always wondered if any of them tried out any of the created levels or have seen all the work that's gone on and what their thoughts on it.
how many people actually worked on Tres Approximately?
post something intelligent before I go insane from a combination of exhaustion and boredom
How difficult was it to design and build the advanced physics engine? Since Trespasser was pioneering in this area (as far as games concerned), where did the knowledge come from, from the high-end simulation/engineering field, games industry or just well-educated programmers?
Who worked on the physics engine?
There are rumors Havok was based on the the Trespasser physics engine, what do you know about that?
How hard was it to make the dinosaurs walk, alive, and be 'all physical' without the simulation falling apart?
What about Trespasser are you most satisfied about? And what not?
What is the most important thing you learned during development?
Last edited by Remdul on Tue Jan 22, 2008 10:18 pm, edited 1 time in total.
machf wrote:Around 25-30, maybe... they were all listed on the Trepasser Team page (mirrored at TresCom).
cool, dunno about the others but Mr Mohr seems like a down to earth guy, it's a shame these guys aren't the ones with the source code... may have to look at the Tres Team page sometime.
EDIT: nice ideas Remdul
post something intelligent before I go insane from a combination of exhaustion and boredom
Well, even if they had the source, they can't just give it away. You have to realize they all signed a Non Disclosure Agreement, perhaps much more legal papers. They would almost certainly break the law by leaking it, risking prosecution.