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Kuju
Announce their all new World Editor
tool for Rail Simulator
Surrey UK, January 20th, 2006
Kuju today announced the World
Editor tool that will feature in
Rail Simulator. As part of Kuju’s
upcoming train simulation, one of
the enjoyable aspects for the end
user is the ability to create their
own route. Here at Kuju we have
worked from the ground up on
providing Rail Simulator with an
editor that is simple to use but
robust in performance. The World
Editor is a big part of the overall
Rail Simulator experience, so we’re
very excited to be able to talk with
Claire Boissiere, Rail Simulator’s
Game Director, to dig out more
details!
Can you describe the principles
behind the Rail Simulator World
Editor?
Our
main aim is to make it easy and fun
to use, whilst retaining enough
detailed editing to allow for the
creation of rail infrastructures and
world environments. We plan to
achieve this aim by removing the
more complex set-up data into a
separate tool – The Depot - thus
leaving the World Editor as a
purpose-built efficient tool where
the workflow is easy to understand
and use. The World Editor is an
“in-game” editor. It can be accessed
whilst free-roam driving around the
routes. The idea behind this is to
make world editing an integral part
of the simulation, expanding the
overall user experience of Rail
Simulator in a way other simulation
products don’t. Designing the World
Editor in this way has allowed us to
ensure that it contains only the
required set of tools for the
creation of rail infrastructures and
world environments, ensuring it’s a
focused and polished tool with
stability as one of its main
features.
Can you summarise the high level
editing features of the World
Editor?
Well
I don’t want to give too much away
at this stage but I can confirm that
The Rail Simulator World Editor will
allow the user to create and edit
the following main areas:
-
Track laying
-
Infrastructure e.g. signals,
mileposts, speed signs
-
Objects
-
Lofted objects e.g. roads,
fences, walls
-
Terrain sculpting
-
Terrain texturing
-
Editing of the above, using
advanced manipulation tools.
At
the detail level there are many
tools and enhancements designed to
increase the work flow and ease of
use in all the areas mentioned
above. More specific details will
follow in the coming months so keep
watching our website for updates!
Is there anything you can provide
some details on at this stage?
I’m
afraid I can’t be specific, but all
the communities’ ideas and wish
lists are read, and I think the
community will be pleasantly
surprised with how easy to use and
intuitive the World Editor is going
to be.
Is it possible to describe the
terrain system in any more detail?
Yes,
although we are still refining our
designs in this area. Something that
we have already implemented is a
one-click process for extracting
SRTM data whilst in the World
Editor. We have chosen this form of
terrain data as it’s easily
available to anyone and provides a
good initial base to build any route
on. Rail Simulator is a simulation
at its core, and the routes that can
be created with it are designed to
be replications of the real world,
going on for many miles! To support
this we have developed a high
quality terrain system that can be
streamed as the user drives along
the route. This system, along with
advanced world editing tools, will
allow the user to simply and quickly
create vast routes that can be
enjoyed without ever seeing obvious
scenery repetition.
How important is the user
interface when designing a World
Editor like this?
It’s
very important; how the user
interacts with the tools and the
work flow through them ultimately
dictates the experience they will
have. We want a new user to the
simulation to be able to achieve
some basic editing easily, thus
allowing them to feel rewarded and
create their own content. We also
want experienced users to be able to
create complex and lengthy routes
with ease, and within a reasonable
time span, that many people can
enjoy for years to come. And we also
want to support the professional
add-on companies with cost-effective
route creation. User interface is an
area that EA have a vast amount of
experience at getting right. We are
utilising their assistance in this
area, and their QA team's focus
testing will be invaluable in
ensuring the finished product meets
our vision.
How do you develop the feature
ideas for the Rail Simulator World
Editor?
I am a big fan of any game that has
editors; I get so much enjoyment
from creating environments, houses,
missions etc. Also, I come from an
architectural technician’s
background, so using tools to create
complex drawings provides me with a
wealth of base knowledge. During my
time here at Kuju, I have created
several routes for Microsoft Train
Simulator and been to many train
shows, and talked to many end users
about their preferences for editing
rail-based infrastructures and world
environments. The forums are also
very insightful in this area. Other
members of the Rail Simulator team
also have relevant experiences that
are combined with my expertise, and
from all of this, we are able to
collect together ideas and
ultimately design the Rail Simulator
World Editor.
When will you be able to supply
more detailed information including
screenshots?
During the coming months we will be
finalising various aspects of the
World Editor ready for our internal
teams to start using. As this
process progresses, we should be
able to confirm feature details that
will definitely be in the final
release. Screen shots of the World
Editor are trickier. Although we
have a working UI, it is purely
functional, and at the moment, it
contains programmer art which will
need improving before we can release
any screen shots of the World
Editor. Keep watching the website. |