This month we chat with
Cornutopia head Mark Sheeky. Mark has been hard at work on his new
game Flatspace. This chat was really broken into two sections as first we
got some more background about the history of Cornutopia, which is fascinating
to say the least, and then we moved on to questions about the new
game...Flatspace! For an exclusive look at current pics of Flatspace,
click here!
How many years has Cornutopia been creating
games?
I always enjoyed writing games more than playing them, but my main
motivation is still to play the end result. I started writing games initially
aged about 11 or 12 on the Dragon 32 and later moved on to the Commodore 64
where I wrote in machine code (not assembler!) but none of those games were
worth playing.
I started writing shareware games in 1991 on Amiga with a
game called The Challenge of the Matrix, the grand daddy of Yinyang. That was
under the title of Scorpius Software. I had 25 releases on Amiga, including a
few that made it to publication but I got ripped off a lot by unscrupulous
publishers. I switched to PC in one go in September 1998 and changed the name
to Cornutopia soon after. The name came from a tune I entered into a mod
authoring competition... it came second!
How many games has Cornutopia released?
I've had 12 PC releases since 1991, some shareware,
some freeware, some nowhere: Thermonuclear Domination, Arcangel: The Legacy
Of Peace, Roton, Martian Rover Patrol, Trax, Noise Station 1, Radioactve,
Breakout Velocity, Bool, Yinyang, Outliner, Noise Station 2,
Firefly.
If you count Scorpius releases too, the total is
38.
How many people have worked on your games?
(engine/sound/graphics)
Artist Andrew Cashmore did most of the graphics
for Hilt 1 and 2 on Amiga but for the rest I do it all myself. I find it more
efficient that way. Certainly progress seems to slow down with more people
involved. My good friend Andrew Williams serves as a consultant on any game
design issues but even he doesn't see a game until it is
complete.
Have you ever contracted out work on your games?
No.
Sometimes it's faster to learn how to do something yourself, and it's
always cheaper. Never say that you can't do something. Learning something new
and doing it is much better that getting someone else to do
it.
Not including the game you are working on right now, what
is your personal favorite among the games you've created?
On
Amiga, Hilt 2. On PC Radioactive, then Outliner, then Arcangel. Game
design can be a hit and miss affair. I'm not 100% happy with any of my PC
games so far. Noise Station 2 though (which is music software and not a game)
is definitely the most wonderful thing I've done. After the merely 'okay'
version 1 got pirated without selling a copy I decided not to release NS2 but
I use it for all of my albums, game music and sound effects.
Not
including the game you are working on right now, what was the most
ambitious game you have created?
The one that made it is Arcangel. It
took 18 months and that included buying a PC, learning C++ and DirectX (I
programmed in Assembler on Amiga) and 3D rendering lots of graphics. In the
end the game turned out okay but by the end I was already too tired with the
project to care much. The game play is still on par with Hilt 2, it's
predecessor but the graphics and effects look a little primitive. I wasted
about 2 years chasing a publishing contract with some of my old Amiga days
contacts. The game finally went on sale on my website a year ago but by that
time it was looking dated. If I did something similar again I would make a
lot of changes.
The most ambitious game I didn't create was The Heart of
Aorkhan in 2001, a rogue clone that used fully 3D graphics and had more
monsters and objects than even ADOM. I didn't have a PC capable of running
the 3D engine so had to design and texture the graphics without seeing them.
Every monster and item was scripted using a language I had to invent. The dev
folder is 35Mb. A year later when I got the new PC, the graphics were done
but they didn't look very good. I couldn't cope with having to redo them so
at that point I vowed never to do a big game again and decided to make small
games and try to sell them myself online. Up until that point I was still
handing things to my (bad) publisher.
What got you involved in making
video games?
Hmm... I can't remember not doing it. Of course on old
computers when BASIC -was- the operating system, programming was easy for
anyone to try.
How much time does a typical game take for you to do?
Most of the small games, Bool, Radioactive, Firefly and that
sort of thing take about 4 weeks full time. Outliner took 10 days, because
the simple graphics took just one day. Graphics and level design are the real
time-eater, that's why Arcangel took so long.
What in your mind
sets Cornutopia games apart from other games?
Nothing. Although I always
make sure the AI can do everything the player can and does not 'cheat' (like
give the computer privileged info that a human opponent would not
get).
How much time do you spend playing other Independent company's
games?
About an hour a week, only as a reviewer for Bytten. I don't play
many games period but play console games for a couple of hours on Sunday
afternoons. Strategy (particularly turn based) and simulation are my
favorite genres but not enough of those sorts of games are made nowadays. I
still play the odd C64 game on emulation. Airbourne Ranger for that platform
is still one of the best games ever. I play Shogi Variants sometimes too
(freeware: look it up!).
What do you think when you hear the words
"Independent Game?"
A fair trade game, where the developer gets the
profit not a middle man. 5 or 6 of my Amiga games got published but I didn't
get any money. I'm sure everyone falls for those crappy royalty only deals
but a few of my games appeared, and still appear, on shelves without any deal
at all. They get cloned and sold illegally. I'm sure it happens all of the
time.
FLATSPACE
For those unfamiliar with Flatspace, how would you describe it
to them?
The game is set in the distant future, about 100 trillion A.D.
when the universe has expanded so far that planets and stars have
disintegrated. Humanity (which for some reason has not evolved) still exists
in space stations.
It's a top-down Elite like. That is the game is viewed
from above with rotating spacecraft. The aim is to make money by various
means. Starting with a small ship, you can trade from space station to
station or mine rocks, or act as a hired killer, or play the space pirate and
grab cargo from other ships, or rescue prisoners or capture criminals, or
join the police and bring the felons in. The game is very open
ended.
There are no planets (that wouldn't suit a top down viewpoint) but
there are different types of space stations to move between. Ironically, the
removal of the planets made the game more interesting because I had to add
more variety to the stations.
What has influenced you to do Flatspace?
The primary game influences
are Elite II: Frontier, Outliner and Starscape. I wanted to make a game like
Frontier but with dogfights like Outliner. The dogfights in Frontier were
notoriously rubbish. Starscape didn't influence the game play much but it's
gorgeous graphics as well as having fun with that game early on in the year
became the initial kick that got me going. It convinced me that a top-down
game could be 'serious'.
I've tried to make it realistic and called on
elements of television sci-fi to make the space pilot experience a good one
to have. Press launch on your command carrier and lots of fighters shoot out
from the bays like vipers in Battlestar Galactica. Police ships look like
cars ala Bladerunner and have wailing sirens. Missiles can be jammed, or out
maneuvered, in a way more akin to a flight sim than a shoot-em-up. The amour
and damage system bares some relation to the Battletech board games. The high
score table details how you died and who killed you, as in most rogue clones.
Indeed Nethack is a game influence too.
What audience are you
targeting Flatspace to?
Those who played Elite or Frontier and loved
either, or anyone who wants to be a space captain. There is even a button for
'red alert' that you can press at any time. Cool huh?
What was the
most ambitious aspect of creating Flatspace?
The other ships
in the universe are all monitored. That is every one of the several thousand
traders, pirates and space stations are in memory and moving through space.
Each ship has a crew, modular equipment layout, stock (in the case of space
stations) and fighters (in the case of carriers). The ships though are stored
in a very compressed way using random seeds so that all of that data can be
stored with minimal impact. Storing the ships this way allows things
that Frontier didn't have. For example you can dock with a police station and
see a list of the 'galaxy's most wanted'. These are actual ships that are in
the universe now, have real crew
and have earned their way to the top of the
wanted list. If you hunt them down, you can claim the bounty on the captain,
even capturing him/her alive if you want to.
There are lots of
ambitions things. The crew have duties, more akin to star trek than most
games. You can eject workmates into space (if you have a Darth Vader moment),
give them a job in a gun turret or as a fighter pilot if you've got a ship
with a hangar. Every crewman is named and has a skill and sub-skill,
and there are a few elements of humor in there. Good sci-fi should always
have humor. You could have someone with Grade III Laser Weaponry skills or a
more highly paid Grade IV Hair Stylist. A ships counselor might be less
useful to a rich bounty hunter than a cosmetic surgeon or
masseur.
What is the most exciting feature in Flatspace?
The
size of the game and freedom the player will have should be the best
aspects of the game. There will be a lot of ships and power ups and unlike
Frontier, the universe is hidden at first and must be explored. You can set
it as random or seeded if you tire of the default one.
The ships and
weapons are not yet designed so I've not played the game
yet myself.
You seem to have spent a lot of time working
on the AI in Flatspace. Why did you focus so much time on the
AI?
Well it demanded some attention. Most game AI is very simple because
most of the things you can do in a game are simple. Even a real time strategy
game like Command and Conquer is generally a matter of making lots of unit x
and path finding a way to the enemy base. I decided to control all of the
enemy ships so I needed to make them work. Traders had to ferry cargo between
bases, police had to chase pirates, pirates had to attack ships, miners has
to hunt for rocks then scoop them up and military ships had to launch attacks
on the enemy. The AI isn't very complicated but it does it's job
well.
It sounds like there will be a lot aspects to Flatspace that
players will need to keep track of. How are you keeping the game
manageable while still being as in-depth as you wanted?
I'll try to
answer those together. Making the game easy to use was always a big priority
because it is sometimes a justified criticism of my other games. The game
will be much more of a simulation than Outliner, or Starscape. There are less
controls than the space shuttle, but there is still going to be a lot
of keys... but most of the controls take care of themselves. In action parts
for example, none of the keys are required apart from the standard steer and
shoot.
The trading/menus part has become the most time consuming element
of the programming but they should be very easy to use despite being the most
complex part of the game.
How long will it take someone to get
into Flatspace?
I'd like to think that people can pick it up and play
instantly, and yet a year later see something that they hadn't seen
before.
What do you expect those who play Flatspace to come
away thinking/feeling?
Like Buzz Alrdrin, Carl Sagan and Captain
Kirk all rolled into one.
How does Flatspace provide a
unique experience that gamers haven't had elsewhere?
Few games are
unique now... I've not seen a top down space simulation before but I'm sure
there is one somewhere. I would like the game to be as engrossing, and as
different each time you play as Nethack.
What does Flatspace share in
common with other games you have created?
Like my recent 3D games it uses
the same graphics engine, Hector, but most of the game is new ground for me.
Most of my other games are re-hashes of those on Amiga:
Here is an
evolution chart:
Roton -> Xenex -> Outliner -> Roton(PC)
-> Outliner(PC)
Taskforce -> Hilt II -> Arcangel
Matrix -> Yinyang
Hilt 1 -> Blade -> Aorkhan
Global Thermonuclar
Warfare -> Thermonclear Domination -> Radioactive
Overlander
-> Martian Rover
Patrol
What aspect of Flatspace should gamers appreciate
most?
Depth... Freedom...
Complete this sentence: I will be
perfectly happy with the release of Flatspace if...
it sells over 100
copies.
A big Thanks to Mark Sheeky for taking the time to answer questions. You can keep up on Flatspace as it nears completion on the Flatspace section of the Cornutopia website.
Posted: Monday October 27, 2003


















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