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Starshatter Interview
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Publisher: N/A Developer: John
DiCamillo Interview
By: Brian
Rubin Published On:
Monday, April 16, 2001
The realms of shareware and
freeware have long reigned in many computer gaming
genre's, such as action and strategy games.
Unfortunately, because of their usually enormous
undertaking, shareware and freeware simulations have
been few and far between. Luckily, this trend is slowly
being broken by folks such as "Top Fiero," who's working
on Star Wraith, or John DiCamillo, who's
working on Starshatter. Both of these space sims show
great promise.
Starshatter is a very promising looking sci-fi sim
that not only allows you to fly in space, but on planets
as well. You can also command fighters and capital
ships. You can download the demo of Starshatter here, if the game sounds like it interests
you. Luckily, we were able to ask a few questions of
John DiCamillo, who's currently working on Starshatter.
*****
1. First off, a question for those who might not
be aware of what we’re discussing. What, in your words,
exactly is Starshatter?
Starshatter is a military space combat simulation set
in the distant future. Unlike most space sims,
Starshatter allows you to directly command a wide
variety of ships, from agile atmospheric and space-based
fighters to giant cruisers and fleet carriers.
Starshatter will take you through the complete space
combat experience – from planet surface to interstellar
space – with several dynamic campaigns set in a
persistent simulated universe.
Starshatter is a game that I am developing in my
spare time, working by myself, and almost totally from
scratch. I do all the programming, game design, artwork,
documentation, web site, etc. I’m on such a shoestring
budget that I even wrote a 3D modeling program from
scratch to build the ship models. As a result, I’ve been
working on the game for almost four years now.
2. When did the idea of Starshatter first come to
you, and what brought it on?
The original idea was back in 1996, or thereabouts.
Back then, the game was going to be a FPS set aboard
space ships and space stations. Between the first person
levels, there would have been space flight sequences
that allowed you to pick the next level you would play.
But there wasn’t going to be any space combat, it was
just a gimmick to add flexibility to the very rigid
format of an FPS game. I abandoned that game after just
a few months of development, but that’s where the game
universe and back story were first conceived.
Several months later, I started fooling around with a
first person version of Asteroids. It was going to be a
bit like Han Solo’s chase through the asteroid field in
The Empire Strikes Back. That was where the game engine
for what is now Starshatter was originally born.
Then I got a job with Interplay, and I worked on
Starfleet Academy for a while, so I had to put the
Asteroids clone aside. While I was working on Starfleet,
I noticed some of the game design problems that it had –
how do you simulate large ship combat without boring an
audience that grew up on Wing Commander and X-Wing?
After I left Interplay, I put everything together:
the universe and back story for Starshatter, the engine
I had started for the Asteroids clone, and a game design
that included both large and small ships in combat
scenarios.
So, I guess I would have to say that it has really
evolved over time. There was no single moment where the
game just sprang to life.
3. Which games would you say had a direct
influence on the idea of Starshatter, if any?
Several! And each in different ways. There were many
non-space-combat games that I liked, such as DOOM and
Descent, and I wanted to capture elements of them in a
space combat setting. And there were things about many
of the space combat games, such as Wing Commander and
Starfleet Academy and Battlecruiser 3000AD that I really
wanted to avoid, as well as other things that I wanted
to embrace. And over time, the Starshatter game design
has come to be influenced by some of the excellent
hardcore jet fighter simulations such as F22 Total Air
War and Falcon 4.
At the same time, there have been some very important
influences from outside gaming as well. The back story
draws on themes that go back to E.E. “Doc” Smith’s
Lensman series of space operas, as well as more recent
works such as Vernor Vinge’s A Fire Upon the Deep. Some
of the combat scenarios are inspired by David Weber and
even more by Vinge’s Deepness in the Sky and Dan Simmons
first two Hyperion novels.
Graphically and artistically, I’ve been influenced by
things like Babylon 5 and even Star Wars Episode I.
4. I noticed in the demo that the flight model
felt very “Elite-ish”, with left and right movements
rolling the ship rather than turning it. Why was this
flight model chosen?
The control model is driven by the physics model.
Starshatter uses a fairly hardcore Newtonian flight
model, especially for the atmospheric sequences. When
you fly the space fighters in atmosphere, you need to
perform a coordinated turn, a combination of roll and
pitch to use the wings to generate lift in the direction
you want to go. After a while I got tired of having to
press “J” to switch between roll and yaw on the
joystick, so I just learned to use airplane style
controls all the time, even in space.
5. I also noticed that, again while playing the
demo, that the AI was pretty cunning, to the point that
it was rather hard to beat. Could you go into a bit more
detail about the AI present in Starshatter?
The philosophy behind the AI design is probably
unusual for a space combat simulation; the AI pilots
don’t cheat. The AI controls ships that use the same
physics model as the player, and the AI is limited to
the same kind of control inputs that the player has. On
each frame, the AI pilots get to move their joystick,
throttle, and press triggers, just like you do.
The goal in designing the AI this way was to create
AI pilots that were just as much fun and just as
challenging to fight as real people. To help me tune the
AI, the game has a mode where the AI controls all of the
ships, even the player’s. That way, I can watch through
the AI pilot’s eyes as he tries to fight through a
mission. As I’m watching, I’m constantly evaluating
“Does this seem right? Is that how I would handle the
situation? Why did he turn that way? Why doesn’t he just
line up the shot and finish it?”
The AI is built using a layered design, with low
levels being responsible for primitive behavior, and
higher levels handling more abstract reasoning. At the
lowest level, the AI uses a hybrid flocking / steering
model to turn the ship in the desired direction. The
next layer up is the tactical layer, which is
responsible for choosing targets and evaluating threats.
There will actually be at least one more layer above
that which is responsible for coordinating group
behavior.
And if you think the AI is tough now, remember that
1) it isn’t done yet and 2) the AI fighters have about
half the armor, and half the gun power, and one quarter
the number of missiles that you have…
6. You’ve been working on this project for a long
time. Where, would you say, are you in Starshatter’s
development cycle, and how long do you think it will
take to complete?
Well, I’m getting closer all the time. It’s hard to
project how much longer it will take, because it is
governed by how much time I get to work on it. I do plan
to keep releasing demos and information right up until
the game is finished. At the very least, there will be
another interim release around Christmas 2001.
7. In the demo, we’re treated to a few missions
involving space fighter battles, capital ship battles,
and some ground attacks. What’s the feature set we can
expect to see in either future installments of the demo,
or the final version?
That would be telling!
Combat-wise, the demo is pretty complete. There are a
few features still to add like jammers and stealth. And
I need to finish take-offs and landings on planets, as
well as launching and docking fighters in space. And of
course, there will be ship-to-ship communication so that
you can order your wingmen about.
I’m just getting started working on the dynamic
campaign system. The next demo won’t have any scripted
missions in it, they will all be generated automatically
by the campaign engine. And the missions will be more
sophisticated than they are now, with pre-set nav routes
and more related force packages working together to
achieve a goal.
There are many other cool features that I would like
to include if time permits. But I don’t want to promise
people anything that isn’t core to the design of the
game.
8. Will the final release of Starshatter have any
editing tools, such as a mission/campaign editor, or
perhaps a way to edit ships as well?
Probably. I imagine that there might be some interest
in people doing mods to use the game engine for other
science fiction settings such as Babylon 5 or Space:
Above and Beyond, which have more realistic flight and
combat models.
9. Finally, what’s your philosophy and final goal
in creating Starshatter?
My philosophy is that the Wing Commander “interactive
movie” concept is an evolutionary dead end. Games that
are seduced by the ability to wrap up the player’s
emotions with actors and a character-driven plot become
trapped by that ability. An interactive movie can’t show
the player anything that hasn’t been scripted and
recorded before the game even shipped.
My philosophy is that games should be about giving
the player the tools and setting in which he can create
a new story every time the game is played. That’s why
Starshatter is based on a dynamic campaign. The game is
all about experiencing new combat scenarios. There won’t
even be a way to replay “failed” missions. The story
will just keep unfolding with you in the middle of it
all.
On a more personal level, my main goal is just to
create the best game I can and have fun doing it. So
far, I think I’m succeeding. At least with the “having
fun” part, anyway. |