Interview By: John Bergerud
Published On: Sunday, April 23, 2000
Introduction:
In our exclusive in-depth interview with Chris Stewart, Designer on
Cataclysm, we find out more details about this upcoming real-time
strategy follow-up to Relic's Homeworld.
First of all, give us a brief overview of Cataclysm's plot and background story.
Gamers will get to play the Somtaaw, a minor Kiith that has opted to return to
space to mine and trade.15 years have past since the end of Homeworld and the
Kushan people reclaimed Hiigara.
After Homeworld, with the Taiidan Emperor dead, the status quo in the galaxy has
fallen apart. The new Taiidan Republic, who aided the Kushan people in
Homeworld, are trying to rebuild after the civil war, but battles with Imperial holdouts
is ongoing. All the while, the pirate clans have taken the opportunity to increase
their power base.
The Kushan people are busy colonizing Hiigara, but it hasn’t been smooth. There’s
a lot of political infighting as well as the societal impact when the population that
was in cryo-sleep awaken to discover that they’ve made it to the homeworld, but
most of their population died in the burning of Kharak. Some Kiith find that there are
only a few thousand (in some cases only a few hundred) of them left. The
Somtaaw are a Kiith, or clan, that find themselves too small to have any real say in
colonization policy, so they gather what ships they can and return to space to mine
for resources and trade for technology.
In the first mission players will get a sense of the new power structure of the
Homeworld universe. Then all hell breaks loose.
What stage of development are you at? Will you have a public beta test or demo?
Homeworld: Cataclysm is Beta. We’re busy tweaking and balancing the game.
How different will Cataclysm be from Homeworld? How much of the original
game is incorporated in this latest version?
It’s a different game, but anyone who played Homeworld will feel right at home. One
of the things we want to ensure was that people who played Homeworld wouldn’t
find themselves playing a game that was totally unfamiliar to them. So we started
with Homeworld’s core game play and control scheme and then added some
things to it that introduce new strategy elements, such as the fog of war,
upgradeable weapons, armor and abilities for ships, a support unit system, and
specialized research modules that dictate how and when your research tree
grows.
What can you tell me about some of the missions? Are they mission based with
clear objectives?
The missions have clear objectives that serve to push the single player story
forward, though it is the nature of the story that the objectives you start with can
change radically due to events that unfold during the mission itself.
How many levels will Cataclysm have and what environments will the player
encounter?
There are 17 missions in Cataclysm and the environments are similar to
Homeworld. We’ve added some new elements to the game, such as the crystal
resource, slipgates, as well as altering some of Homeworld’s elements, like
meteors.
What type of enemies will players encounter this time around and what steps
have you taken to create a truly effective AI?
The ousted Imperial Taiidan fleet commanders and the Turanic Raiders return. The
Taiidan have a score to settle with the people who killed their emperor and the
pirates have grown powerful in the turbulent times following Homeworld. Neither
enemy is as they were in Homeworld. Then there’s the Beast of course. Players
are also going to find themselves in a couple of unexpected and difficult battles, but
we’re keeping them under wraps for now.
The AI has been modified to take full advantage of all the new capabilities and
features of Cataclysm ships, including EMP, Mimic, Leeching and the Beast
infection attack. Salvaging now requires a lot more consideration. Players are
restricted to how many support units they have, so they can’t cripple the AI by
stealing all of its ships. We’ve also made changes to the tactics system which will
give each ship more autonomy. Now when a ship is set to aggressive and that ship
sees a target, it will hunt the enemy down relentlessly. Alternately, when a ship is
set to evasive, that ship will retreat if it comes under attack. Stuff like this will save
players the heartache of losing ships because their attention was elsewhere. It will
also make computer controlled ships that much more vicious. And we’ve added
more randomization so that each game against the computer will be a different
experience for the player.
Will the various races in the games each have their own advantages and
disadvantages?
The two races available in multiplay, Kiith Somtaaw and The Beast are two very
different fleets. The Somtaaw fleet is made up of entirely new ships while the Beast
fleet is a combination of Taiidan, Kushan, Turanic Raider, and a few Somtaaw
ships. The Beast has the potential for a much larger fleet than the Somtaaw, but in
order to aquire that fleet The Beast has to take a risk and confront the Somtaaw
fleet in order to infect and steal ships. We’ve often commented that we want
players to be constantly making strategic decisions and the first one will be “which
fleet should I play with?”
Tell us more about the latest engine on which Cataclysm is based. What are its
capabilities and how has it allowed you to expand the game beyond the scope of
Homeworld?
We are using Relic’s Homeworld engine, though we have made a number of
modifications such as polygonal-accurate collisions and dynamic Gouraud
shading. For example, when a ship rakes its ion beam across the hull of another
ship, the beam will follow the contours of the ship and leave a red glow from where
the beam heated the hull. We’ve also added a slew of new effects. In Cataclysm
you will see things like large shockwave explosions, shielding effects, holographic
projection effects, external construction, new repairing effects, new salvaging
effects, and lens flares. We've also added much more animation to the game.
What about interface, how has that been improved?
Although the interface will be familiar to anyone who’s played Homeworld, we have
made many improvements and additions. We’ve made the right-click menu easier
to access and more robust. We’ve made it so that players can assign their own
bindings to quick key functions. And we’ve made a lot of configurable HUD
information available to players - they can have as much or as little information on
the screen at one time as they want.
What new multiplayer features will Cataclysm offer?
Players will get to play with one of the two fleets, which are very different from one
another. We’ve made all of the new hazard and resource elements, like meteors
and crystals, available in the singleplayer game available in the multiplayer maps.
We’ve also streamlined the process of making multiplayer maps. And we have a
stats screen that will be integrated with the WON Network, so there will be a
ranking system.
What kind of strategy is required to play and successfully complete a level?
What is the most important skill to master?
The most important skill to master in Cataclysm is to be able to deal with the
unexpected. No one strategy will work every time and flexibility will be the key to
success. It will also help to understand the special functions of each of your ships
and know when to employ them.
What sort of a challenge will Cataclysm offer to gamers? How many hours
playing time will it occupy?
Throughout both the single and multiplayer games, we’ve worked to make it so that
gamers are constantly making on-the-fly, tactical decisions about how to build,
equip, and use their fleet - “tactical variety” for lack of a better term. This selection
of options available to players and their opponents will allow for a lot of strategic
creativity. And as a result of this strategic variety, we expect gamers will have to
have a whole playbook of strategies ready for any number of situations. Players
won’t be able to favor one type or class of ship and expect an easy rise to the top.
For gamers who have already played Relic's Homeworld, what do you think will
attract them back to this latest version?
We’re hoping that Homeworld players will be jazzed about everything, but probably
the two big things that will attract Homeworld players are the addition of new ships
(and their abilities) and the addition of new gameplay features, some of which fans
online have been wishing for like waypoints and upgrades for ships, that deepen
the 3D RTS experience of Homeworld.
What are your plans after the completion of Cataclysm? Are you currently
developing any other titles?
The team is focused solely on completing Cataclysm right now. Once we’re done
with this game, then we’ll look to start on another great game, whatever it may be.
Or maybe we’ll start a Menudo cover band and tour Japan. Menudo was big in
Japan I hear.