A.
32
Q.
Where do you live currently?
A.
Cheshire, Northwest England.
Q.
Marital status?
A.
Single. The relationship parts of my brain are full of science.
Q.
Last movie seen?
A.
On the big screen, The Incredibles. On TV, Murder Inc.
Q.
Favorite type of music/artist?
A.
All types from classical to metal. Music has always been important
to me.
Favourite songwriter probably Kate Bush. Also like Queen, Electric
Light
Orchestra, Jean-Michel Jarre, The Beatles of course.
Q.
Favorite video game of all time?
A.
On the C64, Airbourne Ranger or Project Stealth Fighter. On Amiga,
Frontier
Elite II or X-COM. On PC, Half Life.
Q.
What games are you currently playing?
A.
I review games weekly for bytten.com so I get to play mostly low
budget
indie games (whether I like it or not, humph). The last one was
a playable
but very shallow game called Gink in Trouble. The only objective
was to fall
off a series of platforms at the correct rate. The last AAA title
I played
was Halo 2 on a friends X-Box.
Q.
How did you get into programming games?
A.
I started when I was 10 or 11 on an old computer called a Dragon
32. On the
C64 I made a few really simplistic games, and in 1991 on Amiga started
making simple shareware and freeware ganes. I didn't get any good
at it
until the late 1990's. I got a couple of Amiga games published but
got
ripped off by the publishers every time so I sold the Amiga and
switched to
PC. My first title under the name Cornutopia Software was a turn-based
strategy game called Arcangel which was like one of my favourite
games,
X-COM (known as UFO: Enemy Unknown in the U.K.). I couldn't find
a publisher
though so a few games later in 2002 I decided to try and sell my
games
online myself.
Q.
Is this your full time job, or a side line for you?
A.
It's a full time job for me. I've been gradually bulding the business
up but
I still earn below minimum wage at the moment. Making money in the
indie
game sector is about the hardest thing to do but at least I'm making
something unlike many of the developers I know.
Q.
Leather or Lace?
A.
Liquorice
Q.
Startrek or Starwars?
A.
Startrek. The new Star Wars films are just too bad for any sane
adult to
enjoy. Actually Enterprise is (was?) awful too, primarily because
Scott
Bakula sounds like Daffy Duck when he's acting angry. TNG rules.
Perhaps the
new Doctor Who will userp both contenders.
Q.
If you could say one thing to everyone on Earth, what would it be?
A.
Fumulucks!
Enough with
the personal stuff, let the game (inquiries) begin!
Q.
Have you worked for other companies in software development, or
is
Cornutopia your first endeavor into the field?
A.
I've always worked for myself with regards to game development.
I've only
collaborated on one game, Hilt I on Amiga in 1994, so all of my
games are my
own work too. Most of my other jobs were temporary factory things
although I
did work for a year in a computer sales office before I got fired
for being
rubbish at it.
Q.
Is Flatspace the first game you've developed?
A.
Ooh, No. Flatspace was close to the 40th full game I've developed
since I
started writing shareware under the name of Scorpius Software on
Amiga in
1991. All of my Amiga games are now freeware (well in fact 90% of
them
always were and deserved to be!). Most of the games currently on
the
Cornutopia site pre-date Flatspace too, but Flatspace was the first
game of
that type (space trader). Hilt and Blade were simple rogue clones
though so
it might explain the random/freedom elements in Flatspace.
Q.
I have to say that when I look at FlatSpace, the general premise
reminds me
a bit of older games such a Elite and Wing Commander: Privateer
that I
played many, many moons ago. Did you get the general idea from any
other
games and genres?
A.
I had written a rogue-like game before on Amiga and I like Nethack
a lot. I
also liked Elite and I thought it might be psosible to cross the
two. Around
that time I got to review Starscape or Bytten and thought that it
might be
possible to make a top-down space exploration game. So the rundown
of
influences include Nethack, Elite and Elite II: Frontier, Grand
Theft Auto,
Starscape and Cosmic Pirate. The control method came from some of
my space
shooter games including Roton.
Q.
What inspired you to make a game like Flatspace, specifically. Did
the idea
just pop into your head, or was it a gradual project you developed?
A.
Long story. I spent over a year working on my first big game Arcangel
and it
was a seriously wasted year. After that I swore that I'd only make
games
that took a few weeks to make so I made a few typical indie-casual
game type
games including Bool and Radioactive. After a few months, and once
I had
started selling online (up until the end of 2002, I was still aiming
for
retail publishers) I thought it might be possible to make a game
with a lot
of depth and playability but without the graphics and level design
that
really takes the development time up. I work alone remember so it's
vital to
keep the workload low or I would be working on one game for several
years,
by which time the hardware and standards had changed. I began brainstorming
for ideas that would have lots of playability with few graphics
and a
top-down space shooter crossed with Nethack and Elite seemed to
fit the
bill.
Q.
I'm very impressed that you did the coding, graphics and music for
Flatspace... How do you have the time to do all that, and on a side
note,
have you considered brining in other people to help with your projects?
A.
Like any art form (and programming is) you get faster over time,
but it
still takes a lot of intense work and dedication. I tend to draw
up a strct
schedule for development and stick to it even if it means 12 hour
days. I
find the most time consuming aspect of a game is the look and graphical
effects because they take a lot of experimentation in 3D programs,
art
programs and the program itself to get exactly right. The programming
isn't
too hard providing you know explitictly what you want to do, so
it's really
important to plan everything and stick to it. Andrew Williams, my
friend and
collaborator on Flatspace was most useful duirng the planning stage
because
we used to bounce ideas off each other. I made sure I had almost
every
aspect of the game worked out before I programmed it. I've only
worked with
someone else on one other game, Hilt 1. I don't have plans to collaborate
again... for starters I don't think I could afford it and secondly
it makes
the development time longer not shorter.
Q.
What was the development time like on Flatspace?
A.
About 9 months.
Q.
What was going through your head the day you released the game?
A.
Panic. I released the game on December 22, three days before Christmas.
The
17Mb upload was barely enough for my meagre dial-up modem so it
took several
attempts just to get it there. Then I discovered a could of bugs
and
(foolishly) decided to fix them there and then instead of waiting
for the
next version. And only then was my Internet account suspended due
to
bandwidth overload so I had to quickly find a new priovider. All
of that and
I had Christmas shopping to do.
Q.
During development, did you ever have any late nights when it felt
like you
were never going to get the @*#&$(@* game done?
A.
Lots, like any developer, although I tend to stay motivated because
I make a
plan and stick to it. Usually it's a long climb to reach a certain
point in
the game, so slow and steady wins the day.
Q.
Have you found that the majority of your customer are purchasing
the
download version of your games, or the CD-ROM versions?
A.
Download. The CD version comes with some printed starmaps, and you
still get
the key for the download version but the printing and postal costs
make it
more expensive so people tend to go for the download version only.
Q.
Did you considering trying for a distribution deal with a publishing
house?
(If yes/no, why/why not?)
A.
Yes but couldn't find one. I didn't look too hard though. I don't
trust
publishers. On Amiga, five publishers out of the six I dealt with
ended up
selling the game and not paying me anything. I've got one distribution
deal
in the pipline but it's U.K. only.
Q.
The question that I inevitably ask of everyone I interview: People
are
looking at different games to purchase. What do you think will draw
them to
Flatspace?
A.
Quite simply, value. I think there is more depth and playability
in
Flatspace that just about any indie game out there. Currently at
Bytten
we're doing our indie game awards and the amount of games there
that have no
replay value or depth is staggering. We've reviewed over a hundred
indie
games and 90% of them are little more than one screen of block sliding.
Flatspace is a whole universe that is different every time and contains
some
things it will take months of play to discover.
Q.
Any future plans for more adventures in the Flatspace universe?
A.
Yes. I'll be starting work on a sequel at some point this year.
Flatspace 2
will be a similar sort of game, a top-down space trading game with
a strong
emphasis on player freedom, but there will be a plot, and some important
changes. Some new stuff and some removals of things in the current
game,
like there will be difficulty levels for example to make it easier
on
beginners. Sometimes unfair deaths can occur that I want to stop,
and there
will also be new equipment and ships, and the ability to play a
'classic'
Flatspace game too. Work on the original game will continue too.
If the
retail version gets the go ahead then I'd like to produce a special
update
that will incorporate some of the balancing changes, and make that
available
to registered users. A multiplayer palm version is being developed
by
ExtremeAI too which will make Flatspace one of the very first games
to use
the new handheld version of the Torque 3D engine.
A few quick
questions about the gaming industry as a whole:
Q.
Do you think that the large gaming companies take away, or contribute
to the
gaming comunity and it's creativity as a whole?
A.
One can't really lump all large companies in one boat. EA is a notoriously
bad employer within the game industry and Microsoft's Windows XP
as an
operating system is frankly rubbish, although their gaming arm is
quite
friendly to small developers. Nintendo and Sony are good at encouraging
new
ideas too. Ultimately it boils right down to who the manager is.
Q.
What's your opinion on straight online distribution for software,
do you
think it's the way of the future?
A.
Probably. Consoles are starting to include online access as standard
now,
enabling them to get their games directly via the Internet. The
British
government recently announced a massive investment in digital cinema
projectors, and it looks like movies will one day be shown on the
big screen
via electronic distribution instead of old fashioned celluloid.
One day our
hi-fi's will have Internet access to get their music too. I would
say that
digital distribution will continue expanding for all types of entertainment
for a decade at least. There will probably always be books though.
Q.
Any words for other people thinking of getting into the independent
game
development business?
A.
Don't quit the day job because you'll need a safety net. Also, make
worst
case (and best case!) contingency plans. Don't spend more than 12
months on
any one game because it will never be worth it.
Q.
What's on the horizon for Cornutopia Software?
A.
My last game Taskforce: The Mutants of October Morgane is out now
and I'm
busy promoting that. In late April I'll be releasing a twitch space
shooter
called Gunstorm which will harken back to my Amiga days, and I'll
be
starting Flatspace II after that for a possible release at the end
of the
year. I've also got a text-based game creator system that I'll probably
make
public at some point. In non-game stuff I want to record some of
my
electro-pop songs with a singer friend Steven McLachlan. When I'm
not making
games I'm making music or artwork and that will probably continue
ad
infinitum. My music and pictures can be perused on my personal site
www.marksheeky.co.uk.
Q.
Anything else you'd like to add?
A.
1. Edward de Bono's philosophy is flawed.
2. Mark Hamill is a good actor.
I think that's
everything.
Mark