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Questions for Rob Wyatt

Posted: Tue Jan 22, 2008 1:47 am
by Slugger
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! :)

Posted: Tue Jan 22, 2008 6:06 am
by masterchiefoo7
well he was the lead programmer, right?


1) what was your first reaction when DWI asked you to program the first physics based game?

2) are you happy with the outcome of the game, despite the response given by the media? (hey we have always loved it)

3) what games are you currently working on?


can someone ask all the AI questions we are dying to know about please?

and I'll have more later.

Posted: Tue Jan 22, 2008 6:16 am
by Ghosty
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 :wink:

Posted: Tue Jan 22, 2008 9:17 am
by Asjad
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?

Posted: Tue Jan 22, 2008 10:02 am
by tatu
Ask him if he got the Trespasser engine :yes:

Posted: Tue Jan 22, 2008 2:06 pm
by Slugger
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!

Posted: Tue Jan 22, 2008 2:35 pm
by TheGuy
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?

Thank you.

Posted: Tue Jan 22, 2008 3:31 pm
by machf
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...

Re: Questions for Rob Wyatt

Posted: Tue Jan 22, 2008 5:40 pm
by Shadow Wolf
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

Posted: Tue Jan 22, 2008 9:03 pm
by Second Illiteration
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.

Posted: Tue Jan 22, 2008 9:12 pm
by Shadow Wolf
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?

Posted: Tue Jan 22, 2008 10:11 pm
by machf
Around 25-30, maybe... they were all listed on the Trepasser Team page (mirrored at TresCom).

Posted: Tue Jan 22, 2008 10:14 pm
by Remdul
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?

Posted: Tue Jan 22, 2008 10:17 pm
by Shadow Wolf
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 :yes:

Posted: Tue Jan 22, 2008 10:20 pm
by Remdul
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.