It’s been a while since my last post 3 days before the « P-day ».
I should have posted my feedbacks about our last day at ENJMIN’s and our final presentation in front of professionals from various industry field, long time ago.
And overall about our second year project here at ENJMIN, before starting my internship, but I’ve been a little busy… and I don’t want to write a postmortem, on what went wright or wrong (a lot of things goes wrong ^^ and finished right) about Alliance.
I didn’t post anything, mostly because I moved from Angoulême to Annecy, and it takes me some time to be fully operational. Due to my house moving, I didn’t have an internet connection anymore for about a month, and I didn’t write anything at work…
Now I’m set at Annecy, a city on the French border, near Switzerland. A city of southern France in the Alps on Lake Annecy east-northeast of Lyon. It is a popular resort and tourist center, but I’m not there for tourist purposes, but I will return about it later, in my next thread.
Now about our final presentation, it was a great – short – full of stress day, but it was also very pleasant to meet people from and around the video game industry, and be a part of the excitement of the day. We were « all » overworked during the last month to be completely (exhausted) ready for the show. Before starting about the keynotes, I should talk about the five different projects we (teams) have to present during this day, and how do we HAVE to do it.
• What we have to do :
The presentation goes on for about 1 hour. The room is full of professional people, among them there was our jury and the rest was all the students from ENJMIN, or art schools from Angouleme. Some journalists from AFP, Charente Libre and Sud Ouest were here to assist and report the event. After each keynote, a Q&A session begins between the jury and the students, more like an informal conversation. They were here to highlights points about our presentation and give a « concrete » feedback on our work. They also give us a notation, which is our last one.
• Five Student’s Projects :
Alliance
A strategy game made for everyone, and when I say everyone, it’s really easy to play. Most of the complex aspects of a strategy game were simplified or automated. (Which is (was) also my second year project).
EverFall
An action free-falling adventure game in a huge post-apocalyptic world. Based on a mysterious scenario about ancient tribes.
Tempus Fugit
This one was about time travelling and playing with its different « time clones » to complete the level by killing everyone. A « Time Cop » conspiracy which offers availability to the player to be part of a Film Noir adventure.
Sound Cities
Music to sooth the soul, but SC is a very punchy and exhausting DJ – strategy game. Its played with a Bitmania turntable.
MU
Also an action-adventure game, full 3D, where the character is linked to a massive structure with a parasite. He has to cure the place, before getting out of it, using plateform skills and his abalitie to move gigantic piece of structure.
• Presentation / Keynote :
Our presentation just went right, GREEN [Mr Dallas] ! In my opinion, it was the best one of this day. It was also the first of the day, so we were a lot less stressed after having finished that part of the exercice.
Thanks to DJP, who did a great (graphist) work using Keynote on his mac, to make an active presentation to summarize the core message and in the same time Alexandre (my co-GD) which was the only game designer who fully did the presentation in english. Completely understandable. And he did well !
Alliance
Our game was Alliance, a simple strategy game, which could have been released for XBLA, PSN and maybe Iphone/DS.
The world of Alliance is based on a blend of a medieval futuristic ecologic design, using the Sun and sunbeam as our only ressource. Ressources gives power to produce Units and make decisions on the map.
Players have to control different points on the map, build with hexagones pieces as the image below show them.
Basically it’s a conquer territory game, with fighting squads. To conquer a point you have to move your squad to the point, and fight the opponent if he wants to take it from you or take it back. Squads are created from grouping Units from 1 to 9 in it, you can actually mix them as you want to, or make a homogeneous squad with the same unit. From the Units side, we created for Alliance, three kinds of characters : The following character use a non-transitive relation. In a non-transitive game the fact is that strategy A is preferred over strategy B, and strategy B is preferred over strategy C. In our case, it means that : Which according to everyone, is very simple.
There are three colours, meaning three different AI behaviours, which affect the unit in battle.
Designed behaviours :
Berserk : Go to the fight without taking care of the ennemy force.
Assist : Analyse who is the most weakest ennemy in battle to help an ally.
Selfcare : Unit keeps fighting until his life point are under the oponent life points level
Controlling Units is childish, the player decides when he launches his Units, regarding the general behaviour of his opponent. The Team
Producer : Jean-Philippe Durand
Game Designer : Ariel Taieb // Alexandre Wyns
Programmer : Alexis Bauchus // Laurent Guerri
Sound Designer : Marie-Emilie Brun
Graphist : Etienne Rehault // Anne-Lise Loubière // Carlos Junior Ramirez
Ergonomics : Boris Solinski









