Interview
with the MICRO COMMANDOS development team.
François POTENTIER
Art Director : Sébastien GUILBERT
Graphic Designers : Marc BEAUJEAU
Arnaud
BARBIER
Lead Programmer : Guillaume GERNEZ
Programmers : Olivier
POMAREZ
Nicolas
SEROUART
Martin MILENKOVIC
Scriptwriter : Mathieu
CARAMELLA
LEVEL DESIGNER
Level Designer :
Matthieu CREPEAUX
Level
Designer : Mathieu CARAMELLA
1. In a few words, how would you describe MICRO
COMMANDOS?
Micro Commandos is a tactical management game. The player is the leader
of an alien race that have come from outer space with the aim of conquering the
earth. One ”small” problem: they stand only 15cm tall so before ruling,
they must out how to survive in our world. Given their size, everyday objects
are disproportionately large and a cute kitten becomes a vicious monster to be
vary aware of.
The invaders set up their village in the house in which they landed.
They need to eat and sleep often, which, limits the number of actions that they
can carry out at one time during a mission. The idea of the game is to extend
the capabilities of the alien population by feeding them, finding energy
sources and materials which will allow them to overcome various obstacles and
win the missions that are set.
All the members of the development team have grown up with “MiniPouss”,
“Fraggle Rock”, and more recently the “Borrowers”. As for novels, we have all
read and very much liked the Gnomes trilogy by Terry Pratchett. When we all
originally got together to talk about our ideas for a game, the universe of
little people in the world of the big was very popular right from the start. We
all wanted to make a game from this specific genre and we didn’t wait long to
get started.
2.
When did the
team begin working on MICRO COMMANDOS?
The team got together in May of 2001. The development can be broken down
in the following way: 2 months of pre-production, 8 months of production and 2
months of post-production which includes the alpha and beta test phases, making
one year of development in total.
3.
What is the
difference between MICRO COMMANDOS and other games of the same genre?
With Micro Commandos, fighting is not the main part of the game. There
are some battles, but they are always a means to passing obstacles put in the
way. We wanted to concentrate on the development of the village, the range of
actions carried out by the little aliens and the resolution of blocked routes
and pathways. The player knows from following the example of the “Commandos”
and from the briefing, the different objectives that will have to be completed
throughout each mission. Also, the player can view the whole house from the
start of the mission. This allows them to plan out a strategy right from the word
go. It then up to the player to find the necessary resources to put the plan
into action and win the mission.
4.
What is the difference between MICRO COMMANDOS and
the game ARMY MEN ?
“Army men” is a game based mainly around fighting. Not Micro Commandos. Also, Micro Commandos takes
place in closed areas : houses, as mentioned, but also more original areas
like haunted houses, pizzerias, Zone 51 or an abandoned prison!
5. Tell us about the graphics
engine? What does it feature?
We used the graphics engine developed internally by Monte Cristo with a
few improvements specific to the game. In terms of the graphical atmosphere, we
wanted to give the Commandos there own sort of feel: their village is cosy,
colourful with a cartoonish look, not unlike the town in the Smurfs… The world
of the big though has a much more realistic look to it..
6. Can you tell us some more about
the gameplay and the AI?
Each Micro Commando possesses their individual inventory : there is
a building – the Hangar – where the player can send their aliens to equip
themselves. The soldiers are able to go there and get a sword or shield; the
collectors are will go for some rope to scale a table in order to get at food
that was out of reach. Imagine that you are 15cm tall: a table becomes a real
mountain and a pizza, a real gold mine! The player must manage their Commandos
with precision. As all of them have their own names, by the end of the mission,
the player will be on first name terms with them.
The AI is very similar to the type used in “Commandos”. Basically, it is
easily good enough to give players hours of enjoyment.
7. What, in your opinion, are the
strong points of MICRO COMMANDOS ?
·
The universe : little people in a big world. Who
wouldn’t like to have like creatures living in their walls ;)
·
The ambiance of the game : they are very varied so the
player will never get bored. They’ll be going from one surprise to another.
·
Management of the individual Commandos units: each has a
name, their own personalised back-pack and special characteristics that the
player give them at birth.
·
The mix of strategy and management : Innovative concept
which many are likely to try to emulate.
8. Do you have any stories that you
can tell us about the game and its development?
The team spirit has really been great. There have been
periods of real hard work and others of all out, desk-to-desk war (including
the use of mouse balls) and some memorable multiplayer sessions of Worms. I can
honestly say that the entire team is proud of « Micro Commandos » and
is hoping to do more of the same in the next game. We still often go across the
road to the local bar to discuss the game over a beer…