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View Full Version : Recent interview with Igor Belago 18.11.09 Translation added


yuhui2009
11-19-2009, 10:59 AM
Thanks again to truckpol member "The Bandit" for the translation :)

Interview with Igor Belago, SoftLab-NSK

The company, SoftLab-NSK, founded in 1988 is one of the oldest in Russia. Its staff develops simulators used to train astronauts as well as entertainment software. Among the latest and most famous creations has been the "Hard Truck" series. It's first part, "Road to Victory", was released in 1998 and turned out to be very original and successful. There were about 10 vehicles that could be driven around on 5 routes in efforts to beat competitors and deliver the load to the finish line. If the player so desired he or she could even change/mod the technical aspects of the vehicles. The sequel, "Hard Truck 2", appeared in 2001 and was dedicated to the roads of Russia. The game world was enlarged in size, the number of vehicles rose to 28, and the police as well as mafia could make life difficult for those willing to take a risk.

The idea of truck simulators also became popular abroad. As a result, even other developers tried to get fame and money making them. For example, the Czech designers of SCS Software created 7 episodes for it's series, 18 Wheels of Steel. The idea of Euro Truck Simulator (2008) also belonged to them. However, even though the products of SCS Software feature many different locations, quantity does not always indicate good quality. American developers created Big Mutha Truckers (2002-2005) which turned out to be a care-free arcade game. Everything will become evident in the comparison. The meticulous attention to detail and the accurate physics model of "Hard Truck" could not only be the foundation for the projects of competitors, but also some modern racing simulators.

Soon, Russian version of Rig'n'Roll will be released, sending players onto the roads of the United States with the goal of creating the most successful transportation company. Even a gift edition, full of souvenirs has been created for enthusiasts and collectors. We managed to try the game at the "1C" booth at Igromir 2009. The detailed damage system left us with pleasant impressions. After an intentional collision with a police vehicle the peace keepers made a quick u-turn and neutralized the lawbreaker, requiring that a hefty fine be paid. Next, all of our questions about "Rig'n'Roll" will be addressed to the lead member of the development team- Igor Belago.

- Hello, please introduce yourself!

Hello! My name is Igor Belago and I am the head of the team that develops the "Hard Truck" (1998-2009) series.

- Please tell our readers about your studio and its latest news.

Our team- is a division of the virtual reality company "SoftLab-NSK". We live and work in Novosibirsk. There are currently more than 20 people working in the division. This includes programmers, designers, animators, artists, and testers. The most important news for us is that Rig'n'Roll has gone gold. We congratulate ourselves and everyone who was involved in its development!

- Why do you think the concept of "Hard Truck" has won so many followers/fans in Russia?

Perhaps it is due to the fact that we were able to separate ourselves from the genre of ordinary racing simulation and bring into the game an atmosphere of travel and open adventure. In addition, the profession of truck drivers is very popular in Russia, as it is in America, where the series was very successful.

- Several years have passed since the release of the last game in the series. What is the reason for such a long period of development and delays?

First of all, it is the game's size- huge territory and an almost endless possibilities in terms of gameplay. Even now, when we look back, we see the many things we planned which could not be squeezed into this single project.

- What difficulties/problems did you encounter during development?

Once again- it is the vast dimensions of the concept. In addition we took on the task of recreating a real world, not one that was made up. This world is governed by a multitude of laws which we had to learn and adopt into the game including the American traffic laws, shipping/transport, distribution of products/loads all over California, and the technical details of vehicle systems and much much more.

- Which ideas were rejected for Rig'n'Roll?

Mainly- the sport component of the game. It was considerably narrowed.

- Which main new features would you highlight in "Rig'n'Roll"?

Realistic game world; realistic presentation of physical models of vehicles; a system of missions that is new to our series as well as an economic system of building a transportation business.

- Why did you pick America as the setting for the new episode?

First of all, due to the popularity of the truck driver profession in the country. Secondly, due to the unique vehicles. After all, some trucks you can only see on the roads of America. Lastly, due to the diversity of scenery and roads within the area of only one state.

- What inspired you in the creation of the game map? Did you travel on the roads of America yourself?

Yes, we went on a few expeditions over the ocean and traveled all over California, talked with truck drivers, and sat in huge American big rigs. We managed to experience this profession for ourselves.

- Igor, do you like to drive? In your opinion, what are the differences between the roads of the United States and those of Russia?

Yes, very much. Like many of my colleagues, I learned to drive from our game vehicles from "Hard Truck" (1998). However, when you're in the cap of an American big rig it feels that it is flying above the road, like a helicopter low off the ground.

The roads in America are different, but there are those that are very smooth and have outstanding quality. What impressed us was the stream of concrete (which can be found in Los Angeles), but you will also find roads similar to those that we have in the depths of Russia. It makes us happy to see such a large number of helpful signs. It is practically impossible to get lost.

- Which areas and cities of the United States will we encounter in the game?

The game world consists of over 40 cities including large/popular cities like Los Angles, San Francisco, San Diego and smaller less known such as Bridgeport and Lonepine. The combined length of all roads in the game is approximately 2000km. In the real world, this represents more than 20,000 kilometers. We created a system of comression especially for "Hard Truck 3" which allowed us to make the territory more compact, but at the same time retain the recognition and authenticity of key roads as well as cities.

- What other useful interactive objects will the player find on the map?

Bars, motels, gas stations, service stations, warehouses, and additional objects that are related to the storyline.

-Please tell us about the storyline.

We have a thrilling storyline that is tied to the characters who are close to the main character. For now, we would like to keep some of the information secret.

- Who is the main character?

The main character's name is Nickolay Perepelov. He is a Russian trucker who arrives in the United States with the hopes of creating his own transportation business. Our hero- is an all-encompassing image. We hope that every player sees something in Nick that is common to him/her. And of course, the attraction to the opposite sex isn't foreign to him.

- Please describe the economic model of the game.

The economic part of "Rig'n'Roll" has two aspects: the economy of the driver and the economy of the transport company. In the first case, the player will have to choose from an astounding selection of goods and routes and select those which are in fact truly profitable and which are just interesting/fun. In the latter case, the player will face stiff competition with the other transport companies in the state. Besides "Nick Trucking" the game world has a line of other companies, each of them striving to be the "Gold Hauler" of California. The money earned by the player can be spent upgrading and tuning his own truck as well as investing in the expansion of his own company.

- Are there optional quests in the game?

Yes, there are more than 300 of such missions. These are side missions related to the life and profession of a truck driver.

- How many different types of goods/loads are there in " Rig'n'Roll"?

In our game, you will encounter more than 200 types of goods/loads which vary in price, how easily they can be damaged, type of trailer, and route of delivery.

- Is it possible to haul illegal loads?

Yes, such a possibility exists. Generally, you will be offered more money as compensation for delivering such a load. There is one risk- you will never know in advance how this will end for Nick...

- What is the game's AI capable of?

Competitors evolve side by side with the players company. They win over territory, expand and improve their vehicle fleets, and hire new drivers.

- Is there police in the game and what is its role?

The police does not rest and when it becomes aware of a violation it will pursue the lawbreaker. Besides this, law abiding Californians can notify the police of your actions. The fines in this state are anything but cheap. In addition, you will have to pay for any damage to property that you cause. Obeying the laws of traffic and staying within your lane will help avoid police contact. While we're on the topic... the density of traffic coming your way is adjustable so that players can achieve almost deserted or densely packed roads.

- How many types of trucks are in the game?

"Rig'n'Roll" features 14 models of big rigs and each has its own set of characteristics and unique features. On many occasions during development, we consulted both vehicle manufacturers and truck drivers.

- Will tuning/upgrade aspects be available to the player?

Of course. The game includes dozens of parts for tuning: from engines to hood ornaments. Some of these upgrades are unique for each specific truck. The player will also have the opportunity to visually restyle his/her truck allowing for different types of paint, window tint, and much much more.

- What factors were considered in creating your physics model?

First of all, it is the technical characteristics of the vehicles and also the the physical makeup of the road surface. Next, we took into account the physics of the link between the truck and trailer and for desert we even included aerodynamics.

- What visual damage and internal problems can occur in a vehicle?

Deformation of the outer shell/body/frame, damage to windshield and side windows, wear and damage to main components- engine, transmission, fuel system, cooling system, brake system, and so on... The player will be able to diagnose many of these problems simply by looking at gauges and indicator lights on the dashboard in addition to the vehicle's behavior. In many cases, a breakdown is not an event, but a process which develops over time.

- What will aid the driver in finding his way around the map faster?

In the early stages of the game, the player will have to rely on road signs for directions. Later, the player will be able to obtain a useful GPS navigator which will show him the true and most comfortable route to the desired location.

- What is the purpose of the cruise control feature?

Cruise control allows the driver to set a desired speed and automatically maintain it. While this feature is active, the "electronics" calculate the distance to the nearest object in front of the vehicle and if it becomes necessary, reduces the speed. This way, the player can avoid the rapid braking of the vehicle traveling in front of him/her.

- What models of game controllers (steering wheel & pedals) will be supported by the game?

All models which support DirectX.

- What is the name of the graphics engine used by the game? Please describe its technical features.

It is called "VWI" (Virtual World Inventor). The main feature is that with its help we are able to not only create truck simulators, but training software for space station docking as well as professional railroad simulators. You can visually observe the change of time during the day (dawn to noon to evening to deep night). The change of weather is also present and it corresponds to actual weather set in the territory of California.

- How do you plan to further develop this graphics technology?

The process of development is never-ending. We are currently working on not only enhancing the sense of realism you experience from what you see on the screen, but also adding more depth and eye candy to the picture.

- What options will be available to the player in terms of upgrading the interior of the truck?

You will be able to change the decor of the interior of the truck's cab, dashboard, style of gauges, the color and decorative properties of materials, tint widows, and much more.

- What is the mood of the accompanying music/soundtrack?

There are several dozen tracks in the game. All of them were composed by foreign artists. We were aiming to make it so that there would be a variety of diverse music and create an atmosphere within the truck. If the player so desires, he or she will be able to add additional tracks from his/her own collection.

- Are there any limitations to the in-game MP3 player?

There are no noticeable limitations. The player can create his/her own playlist in the "M3U" format.

- How many different replies were created for use with the CB radio?

A huge number. All the information made available to the player through the radio is either helpful/important or purely entertaining/interesting. You can hear about events which occurred in the game world or perhaps about a lucrative mission.

- Who provided the voices for the main characters of "Rig'n'Roll"?

Actors who were chosen by the publisher. They did a great job!

- Do you already have ideas for an addon to "Rig'n'Roll"?

The expansion of the territory to include Las Vegas, new vehicles, and additional parts/upgrades are already in development.

- Will the game be released in the West (US)?

Yes, "Rig'n'Roll" will be released in the West. We do not give preference to users of one country over another. In other words, players living in all countries will receive identical game packages filled with the same objects and content.

- What do you do in your spare time?

Ahh. I don't remember when was the last time I've had spare time in the past few years....

- Name some of your favorite computer games.

I'll name some racing games like Burnout (2001-2008), Grand Theft Auto (1997-2009), Need for Speed (1994-2009), but I also will not forget about S.T.A.L.K.E.R. (2007-2009).

- In your opinion, what was the best PC game this year?

I can't really say. There was very little time left this year for us to learn about/try other projects.

- Thank you for answering our questions!

P.S. We would like to thank Alexey Pastushenko from "1C" for setting up this interview.