Earlier
this year independent game developer Cornutopia Software was
kind enough to send us a review copy of Flatspace, a fascinatingly
open ended space trading/combat game that was reminiscent
of classics such as Elite and Privateer, but unique in it's
own way. It got a 4.5 out of 5 rating from FRAGtopia and was
an excellent product. Flatspace 2 is coming out very soon
and Mark Sheeky agreed to answer few questions for us regarding
the upcoming product.
When
we did the Flatspace review/interview with Mark he answered
our standard questions about himself and his company, so if
you'd like to read them check out the original
article here.
Q. How was the player reaction to Flatspace
1, was it positively received?
A. Generally
good, better than my other games. Naturally for such an involved
game I had a lot of suggestions for new things, questions
about the game, ideas and lists of things to fix or change
etc. Notes were made. All in all the game was updated regularly
for over a year.
Q. How long have you been working on Flatspace 2, what's the
percentage of completion and expected release date?
A. Since
about March 2005. The game is in the final stages of testing
at the time of writing and I expect to release it publicly
in November.
Q. Was
it just you working on the project again this time, or did
you have anyone else involved?
A. On
the game design side of things my collaborator Andrew Williams
helped me with ideas and suggestions as with the first game,
but generally this game was my baby. The countless reviews
and comments about the game were also a big help though. In
the end I think I implemented every request I could remember
apart from two: ultiplayer (more about this later - ed) and
moddability which was technically very difficult because of
things like graphical formats, particle systems, graphics
card memory, the need for technical documentation and a host
of other problems. A lot of good suggestions from players
were added including scanners that detected cargo types and
backup saves, and stopping exploits like using the tractor
beam as a penalty-free weapon by sucking ships into each other
until they exploded!
Q.
Do you have an idea of the pricing for the game?
A. It
will be $24 (US) , 21 euro or £14. CD versions will
cost $39 US or £24 including postage and will include
on-disc printing for the first time. A music pack of in-game
tracks will come free if people order within 14-days. (it's
on the CD version as standard).
Q. Are
you planning on having a publisher put it out, or selling
direct to the player as you have in the past?
A. The
game will be sold exclusively on-line, and from the official
sites only at first. It's tricky to get any sort of retail/boxed
game deal and even now I'm still chasing an option for the
first Flatspace game (after 2 years). Internet distribution
has plenty of upsides for developers and customers.
Q. Will
there be a downloadable/unlockable demo?
A. Yes,
it will be like the first game.
Q. The screenshots you've recently released on the Flatspace
site don't reveal enough! How much of an overhaul have the
graphics received?
A. Basically
everything apart from the mouse pointer is new. Every ship
has been remodelled from scratch. Most of the original ship
types are in there but naturally there are new ones too, and
every base/station is new. I've tried to make the Flatspace
2 universe much more like a civilization in space and stations
include things like hospitals and schools, forests, farms,
factories, housing and even an insane asylum, as well as the
normal trading bases and star cities. There are little villages
and floating habitations, a nod to "rock hermits",
space dwellers mentioned in the manual from the original "Elite"
game by David Braben and Ian Bell.
Q. You've
mentioned there's going to be an alien race.... Good aliens
or bad aliens?
A. The
aliens (the "Scarrid") keep themselves to themselves
generally, although both sides take pot shots at each other.
A cold war exists between humans and the Scarrid. As player
you can choose your race in classic Rogue-like style and both
sides occupy opposing corners of the galaxy. The ultimate
goal, or should I say one ultimate goal, is to wipe out all
of the alien bases but for that you would need some fancy
weapons and equipment so that means more money and getting
better rankings to obtain some of the fancier stuff.
Q. The
new game is "less brutal" to newbies... Does this
mean I'm not going to die horribly dozens of times trying
to get the hang of things? I hated Zombie/Non-zombie mode.
Is it in this time as well? (I like being able to save my
scores!)
A. There
are lots of improvements in the gameplay area. For a start
you can turn down the damage you ship can accept, that helps.
There were a few deaths in the original game that were simply
unavoidable, they are gone now. Pointers to incoming enemies
(which made it into the last version of Flatspace 1) help
pinpoint inbound attackers. A new prisoner system stops prisoners
from stabbing the pilot to death... that was just mean. Flatspace
II is less frugal with the cash too, bounty hunting, trading
and deliveries all pay a lot more than before and it's much
easier to attain high scores.
There
are almost no random elements that negatively affect the player,
that was a new design rule for this game. Crew wages in the
first game were just random numbers but here the cheap crew
cost a lot to heal, and the more useful the crewman, the more
expensive his wage. The same goes for assassination and capture
missions... the price is a complex calculation that is based
on how hard the mission is to complete.
Permadeath
is still in there and optional, it wouldn't be like Rogue
without it, but it has no game restrictions apart from entry
into the high score list and that's only because lots of identical
names with similar scores in there would spoil the point of
the list.
Q. We liked the original Flatspace, but it always felt like
there could be.. More... What's the main hook that's going
to get both new and returning Flatspace players into the game?
A. There's
lots of new stuff for existing fans. One new aspect is a "guild"
system. Different actions in the game boost the player's rank
in one of five guilds. Some upgrades and ships are only available
to certain guild ranks so boosting those is one goal. Experienced
traders can buy a station for example, but do well enough
as an alien hunter and you can have that cloaked ship. There's
a new energy management system, and better weapons control
with ammo for some. The AI has been improved for ships, fighters
are cheaper and tougher and gun turret crews will intelligently
fire ahead. There are new nebulae, and new asteroid types
to make even mining more interesting.
There are also official secrets to discover (ala Doom) and
messages and secret messages in the game that can be purchased
in stations.
Unlike
before, the new types of universe in the custom games have
been planned and played in detail. You can turn off the aliens
and play a classic Flatspace game, or turn off the humans
and play as a member of the lawless Scarrid hierarchy. Warriors
vs Humanity is a good universe to play where the Scarrid are
all pirates and prey on human ships who have no defenders,
and the Chaos Wars universe puts human and Scarrid sectors
all over the galaxy in a tight mix.
Q. You
mentioned that players can purchase a station.. What will
that do for them?
A. You
get free heals and repairs and you can buy equipment at half
price. You also get a welcome home message when you dock :)
Q.
Are we going to see a multiplayer component of some sort?
A. No.
Apart from the budgetary constraints of things like running
a game server, multiplayer games really need a lot of registered
users to guarantee that enough people will be online. As it
stands, even if every single registered user of the first
Flatspace game was online at once, the game universe would
still be 91% empty! Multiplayer games really require the backing
of a publisher big enough to draw enough people in. There
are not many online multiplayer indie games... it's a big
gamble for any small
developer.
Thanks
to Mark for taking the time to answer our questions, and look
for a review of Flatspace 2 to be posted here shortly after
it comes out. I'm really looking forward to it. You can visit
the official site for more information in
the meantime.
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