GGMania got a chance to talk with Iliya Teterin, the lead programmer and designer on Rat Hunter, the upcoming traditional first-person shooter set in a hi-tech environment. He provided us with pretty interesting information and four exclusive screenshots. In the game, you play the role of freelance reporter who starts an independent investigation in order to expose the truth behind the disappearances of people on a remote planet....
GGMania: Please introduce yourself to our readers and tell them a little
bit about what you do on Rat Hunter?
Iliya Teterin: My name's Iliya Teterin, I am the lead
programmer as well as one of designers on the Rat Hunter project.
GGMania: Can you give us a little background on the development team working
on Rat Hunter?
Iliya Teterin: Members of our team have been
working in the game industry for more than 5 years. Some of them have done
several commercial games. To date, Secret Sign has completed two games: an
arcade scroll shooter called EXIT and a space simulator Starcalibur. You can
find more info about these projects on our website (www.secret-sign.com).
Rat Hunter is our first foray into the technologically-challenging genre of
first-person shooters. However, we have enough in-house tools and technologies
to create a cutting-edge game with lots of eye-candy.
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GGMania: What is the storyline of the game?
Iliya Teterin: The main character of the game is a
freelance reporter who starts an independent investigation in order to expose
the truth behind the disappearances of people on a remote planet. In order to
make the city a safer place, citizens of the city form militia groups commonly
known as "Rat Hunters". Our hero joins their ranks in order to find some hot
facts, but soon uncovers more than he bargained for.
First, he was once a co-owner of "Happy Generation", a ubiquitous corporate
entity which runs an illegal cyborg research program under the guise of creating
advanced household robots. He was betrayed by his business partner and implanted
with a false personality.
Second, the cyborgs pose an imminent threat to everyone in the city. Now the
reporter faces a tough choice: either become his former evil self or keep the
new personality and save the people.
GGMania: What is the range of different locations in which Rat Hunter takes
place?
Iliya Teterin: We aim to create as much diverse
environments as possible. There will be abandoned basements of colonial
settlements, streets of a megapolis, a secret bio-research facility, an
automated steel foundry and even a space station.
Players will also visit outdoor areas in the vicinity of various factories,
plants, laboratories etc. The hero will have to walk many miles before he
reaches the ultimate truth…
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GGMania: The weapons arsenal, always important in first person shooters.
What kind of weapons will we get to use in the game?
Iliya Teterin: Appearance and characteristics of
weapons are heavily influenced by the story. In the first half of the game,
players will have to use hand-made weapons. Ammunition is makeshift as well -
for example, you can pick up small objects, such as stones, and throw them at
enemies.
At the same time, some of the most popular types of FPS
weapons will surely make their way into Rat Hunter.
GGMania: What kind of enemies can players expect to find in Rat Hunter?
Iliya Teterin: Well, first of all, there are "rats"
created in genetic labs of Happy Generation Corp. These animals share some
resemblance with common rodents which live in your nearby garbage can, but they
are bigger, meaner and smarter. Various "rats" exhibit different behaviour -
some always hunt in packs, others follow the player and strike at the most
unexpected moment.
Any state of emergency inevitably leads to chaos and anarchy. Distressed people
are driven by the most primitive instincts. They unite in gangs, claim a piece
of land and do their best to protect it from all "strangers", including our
hero.
Street gangs are nothing but a minor nuisance compared
to corporate mercs. These guys are well-armed and well-trained, just like a real
army. Mercenaries will be our main opponents during the last sections of game.
Players will also have a chance to meet face-to-face with cyborgs inhabiting
research labs and production facilities of the New Friends project.
GGMania: How will the enemy A.I. function?
Iliya Teterin: Each type of enemy has a distinct AI
pattern. Common rats usually rush the player lemming-style, paying little care
to their pathetic lives. Hunter rats exhibit more intelligence; they prefer
sudden, in-your-face, attacks. The enemies roam about the level and use whatever
tricks are best in current situation, so no encounter will be the same.
As for their tactics… well, expect no revelations. We just hope that their
attempts to kill you will result in exciting, challenging fights.
GGMania: Will there be vehicles in the game players can use?
Iliya Teterin: It is very likely that players will
be able to traverse outdoor areas using ATVs or armoured buggies. The world is
interactive, so don't hesitate to drive over some heedless monster or knock down
a sign.
GGMania: What can you tell us about the 3D engine that is being used for the
game?
Iliya Teterin: Rat Hunter uses a homebrew engine,
previously used in Starcalibur. The feature list is a long one, so I'll just
mention that the engine has all the bells and whistles we love in DirectX
9-based games.
GGMania: Two of the big things being introduced into first-person shooters at
the moment are soft-body physics and interactive environment "physics". Are you
including this sort of technology in Rat Hunter?
Iliya Teterin: Rat Hunter features a powerful
physics engine which is on par with the latest iteration of Havok. We use
rag-doll instead of scripted death animations and allow manipulating various
objects. You can pick stuff up and throw at enemies or create barricades - in
other words, do whatever you would in the real life.
GGMania: What forms of multiplayer will be available, and what can you say
about them at this time?
Iliya Teterin: We are fully confident in our
ability to focus time and resources in order to make a good single-player game
without trying to compete with popular multiplayer-oriented titles. If we
attempt to sit on the fence, we may cripple both aspects of the game. Besides,
there are already lots of different shooters which satisfy the multiplayer needs
of the audience.
But it doesn't mean that Rat Hunter's engine has no
network capabilities whatsoever. We will probably add multiplayer gameplay at a
later date.
GGMania: What, in your view, is the most exciting aspect of Rat Hunter?
Iliya Teterin: We believe that everything must be
in its place. If you work on a game, stick to the genre traditions. This is why
we don't want to create a mishmash of role-playing elements, stealth missions or
tactics. Shooting at enemies and interaction with environments are a heart of
any decent FPS title. This is what we trying to do best in Rat Hunter. We just
want you to have fun with these simple matters.
GGMania: When can we expect to see the game hit store shelves and at what
price? Will it be released in North America?
Iliya Teterin: We are planning to take some time
and hit the shelves with it at the Q2 of 2005 (probalby in May 2005). But the
exact release date is still to be announced.
GGMania: Thank you very much for taking the time to do this interview, is
there anything else you'd like to tell our readers?
Iliya Teterin: The spring is coming up - that's
the time of Expos, we'll try to show our first achievements in several months
and hope on the continuation of your interest to our project. To all readers and
to you: thank you for your attention, and have a great time playing new
interesting gaming projects!