2-Sep-2002 Germany-based Westka Interactive talks about its in-development sci-fi first-person shooter for PC, The Y-Project We first set eyes on next-generation Unreal-powered The Y-Project back in January when it was really nothing more than a tech demo. Still, what we saw left us reasonably impressed, developer Westka hinting of greater things to come. And because we're optimists, we listened enrapt. Even if the plot for the title was a tad clichéd.
The story behind The Y-Project, in a nutshell, deals with the plight of a colony of humans and their partially-destroyed city that has been overrun by mutant insects. It's a futuristic tale of the worm that turned, the ant that bit back, as the descendents of the millions of bugs crushed under mankind's foot find the situation switched and go on a stomping rampage of revenge. Well, sort of anyway.
Playing a secret agent character, you'll be operating on the fly for the Military and Science factions that are in a power struggle for leadership of the colony. Embarking on a mission-based adventure, you'll be up against insect and human adversaries as you forge your way to the end... of something. Westka's keeping the finale of its title under wraps, so who knows how it's going to turn out. But it's a safe bet that there'll be multiple endings.
So anyway, when we heard that Westka and The Y-Project would be at ECTS this year, we stuck our hand up for an appointment which resulted in a meeting with managing director Christoph Kabelitz. We asked him how things were progressing:
Kabelitz: This is our latest build and we've implemented the interface, some more weapons and tools, a bit more AI. The animations are still to be worked on, but it's more of a game now than the demo you saw back in January.
So what have you be working on in the last couple of months?
Kabelitz: We've proceeded a lot with the levels, with the monsters and with the characters. We've implemented weapons and tools and so on, and at the moment we are working heavily on the AI and behaviour.
Whereabouts are you with the AI at the moment?
Kabelitz: I think the AI is about 50% complete at the moment, so there's really some more work to be done.
What's you're ultimate aim with the AI?
Kabelitz: Well, to make NPCs really realistic and to give players a reliable impression that they really have an idea of what's going on - that they're realising what's going on. They're already fleeing or hiding when they're weak - they're not that bad - but I think that it could be better. And also what could be better is how the AI works together with the animation. It's not looking really realistic at the moment so that can be improved.
The Y-Project is being built on next-generation Unreal technology. Have you modified this technology in any way to suit this particular game?
Kabelitz: Yes. For example, we've implemented special bump-mapping for character faces and for weapons. We've also implemented a 3D AI which will enable monsters to fly around and so on. Normal enemies only walk on the floor, but many of our enemies can also fly or they can hang from the ceiling and fall down to attack you. We've also extended the scripting system.
What can you tell us about the interface that you've added?
Kabelitz: The H.U.D. is implemented into the mask of the player, which is the human interface. You can see the weapons, the tools you have, the energy you need for the tools and any power-ups that you currently have.
Sorry, the main character's wearing a helmeted suit?
Kabelitz: Yes, exactly.
Did you think about putting in some helmet light reflections to immerse the player, make them feel more like they're inside a suit - like Metroid Prime?
Kabelitz: Yes, we've thought about it. [Although it's not in there yet - Ed].
You've added a weapon/tool creation feature to the game, whereby players can pick up DNA strands dropped by monsters and turn them into objects if they have the right DNA sequences. That must be quite new to the title as we've not heard you talk about it before?
Kabelitz: Yes, that's new. You pick up the DNA and go to the DNA assembler and make new things out of it.
Uh-huh. So what can you actually create with the DNA? What powers can you get?
Kabelitz: Well, you can get special weapons, for example the Medusa Gun which turns enemies to stone for a period of time. We've also got a tool called the Spying Eye which will allow you to look around corners...
When we saw the game in January, you were telling us about the two factions in the game - Science and Military - and about how these would tempt you to work for them with progressively impressive firepower. Is this gameplay element still in there, because it seems a bit pointless if you can now make weapons and tools with the DNA assembler?
Kabelitz: Yes, this is still in the game. There are 16 different weapons and 16 different tools, but you can only get 10 of each. Depending on the choices you make throughout the game - i.e. depending on which faction you work for - you will only ever get a selection of the full complement that's on offer. We'll also have different power-ups and different quests, again depending on the faction you work for.
Basically, you can't create all the weapons and tools and power-ups in the game with the DNA assembler. Most of the items will come from the factions but there will be some unique stuff that you can make out of the DNA - but only some additional stuff.
So these power-ups: are they weapon upgrades or what?
Kabelitz: Yes, they can be weapon upgrades or they can be stand-alone tools like the radar or the hyper-jump that allows you to jump longer distances; or the Spying Eye. (At this point Christoph fires out a small remote control camera that he zooms around the level. A small viewing area on the H.U.D. shows you exactly what the Spying Eye can see). With the Spying Eye I can check out what's around the corners, what enemies are lurking around, things like this.
Mutated insects seem to be the main cannon fodder, but presumably there'll be human adversaries in there as well?
Kabelitz: Yes. If I'm on the Military side near the end of the game, anyone from the Science faction will shoot at me to try and prevent me from completing the game for the Military side. However, if I was working for the Science faction, and I met others from that faction, then they would try to help me rather than hinder me - and vice versa. It's a bit like teamplay in that respect.
You've said before that The Y-Project would be a singleplayer-only game, but things such as the Spying Eye seem perfect for something like Capture the Flag with opposing teams and bases. Are there any plans to add multiplayer now?
Kabelitz: Well, I think we have to focus on the singleplayer game first - it's very much a question of time and money. We really want to make this title good and worth playing. But I think we'll definitely implement something basic like Deathmatch in patch form later on. Then we'll ship the level packages and all those resources, so people will be able to make their own maps and mods.
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