Affichage des articles dont le libellé est 7erminus_EN. Afficher tous les articles
Affichage des articles dont le libellé est 7erminus_EN. Afficher tous les articles

[EN] GD - 7erminus

7erminus


Science fiction horror tactical RPG.

Year : 2009
Framework : School project

Target Audience : 12-35
Target platform : PC, PS3, XBox360
References : Incubation (Battle Isle 4), Shining Force, Gorky 17 (Odium)
Development tools : Virtools 4.0
Status : Graphical assets were only partly delivered.

Reception :  Awarded with first class honours.


Links & Download

Download Game (instructions included)

Play Now! (see instructions Here)


Storyline

The year is 2074.
A gang of seasoned space looters, having heard from one of their most reliable informers about a freshly evacuated industrial complex on the arid planet "Terminus 7", have just drawn alongside the main facility. They plan to rob the station before the arrival of military forces but will have to deal with unexpected nightmarish guests when they find out the truth about the so-called evacuation.


Overview

7erminus is a tactical RPG that takes places in a wrecked space colony infested with deadly Xenomorph creatures. The player takes control of a small squad of three characters with unique statistics and personality during missions that alternate exploration with combats.

It features story-driven exploration, full of narrative content, with many dialogues, dark discoveries and search for backgrounds elements or pieces of equipment. The 7erminus facility is distinguished by its chilly hallways, with a creepy atmosphere, flickering lights and bloody body parts.

The turn-based combat system puts the player against large groups of enemies. It features deep focus on characters' morale, weapons range, ammo and heat management, as well as innovative interactions between squad members (including morale-boosting ability).


Key Features

  • Soldier's feelings and relationships impact gameplay.
  • Strong focus on narrative content and atmosphere.
  • Light and beginner friendly user interface.


Screenshots



Diaporama


Credits

Game Designer / Level designer
  • Cyril Danon

Game Artist
  • Pierre Picard

[EN] GD - More about 7erminus

More about 7erminus


7erminus stresses on 3 key features :

  • Integrated narrative and interactive storyline.
7erminus includes RPG features with strong background and storyline, in addition to complex tactical mechanisms.
The player can make decisive choices during the mission and has to take responsability for the consequences of his actions. At the same time, this non-linear freedom extends into the possibility of failing the main objectives without losing the game.

  • Emotions and morale management.
Deep into the depth of a creepy situation in highly hostile environment, the player has to deal with the character’s frame of mind in addition to their physical integrity and ammunition rationing.
They can experience zeal as well as stress and fear, surges of heroism as well as nervous breakdown and sudden terror.
They can be in love with one another and suffer from being separated from their lover. They can feel anxious when staying alone if the Squad members gets distant from each other.

  • Immersive user interface and user-friendly controls.
With mouse based controls and minimal HUD, 7erminus means to be accessible to all audience, including casual gamers who have never played a tactical game before.
After a short integrated tutorial, everybody can quickly and efficiently manage the Squad.


Designer intentions

Tacticals games have always been complicated and elitist but it is not intrinsic to the genre.
My purpose was to offer the most accessible tactical game experience, with a easy to understand user interface, minimal HUD informations, simplified character management and very few inputs (mouse only).

Furthermore, I want to put military tactics on a more ‘human’ level, by stressing on the mood and morale of the characters. Each individual has its own statistics, speciality and weakness, can be cowards, overzealous or nervous. They can love each other and suffer from being separated.
This psychological management is one of the main aspects in 7erminus, as it has strong influence on the tactical gameplay, during fights and exploration. By this way, I want to confront the player to new choices and dilemma that go beyond the usual logisctics stuffs.

In the top of that, I don’t want the story to be an excuse for the fights. I want to tell a story and to let the player decide where it goes and how it ends. There are many ways in 7erminus to learn more about the story, the events that occurred before the squad arrived in the Factory. As they explore, they can find many pieces of informations : slaughtered bodies, evidences of violent struggles in the corridors, computer datas, scientific reports and outdated distress calls. They will have to put all those pieces together to make the good choices during their mission.