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 definately 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.