Chat with Cornutopia about FLATSPACE 
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.