Interview with the MICRO COMMANDOS development team.

 

PROJECT HEAD 

François POTENTIER

 

GRAPHICAL DESIGN

Art Director :               Sébastien GUILBERT

Graphic Designers :    Marc BEAUJEAU

                                 Arnaud BARBIER

 

PROGRAMMING

Lead Programmer :              Guillaume GERNEZ

Programmers :                     Olivier POMAREZ

                                          Nicolas SEROUART

                                          Martin MILENKOVIC

 

SCENARIO AND SCRIPTWRITING

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…