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Titre(Anglais) Battlecry of the Reptiliads
Type(Anglais) CD-ROM Game
Tâches(Anglais) Scénarisation, Programmeur, Designer de jeu
Année(Anglais) 1997
Description(Anglais) This was the make or break game for OSP... and the latter happened. It was ambitious, very ambitious for a one-man company. The scary part is, I almost pulled it off... This project was the first that was not entirely OSP. All the concepts had been licensed by RAFM company Inc., and their high-quality miniatures had been digitized and used through the game.

There are many reasons why this game wasn't completed. I will spare you the details (contact me if you're interested). The game was about 80% done, it was a strategic and tactical wargame in which the player controlled one of 6 factions, each with it's own agenda, strengths and weaknesses. The game incorporated many elements of such popular titles as Sid Meier's Civilisation, Blizzard's Warcraft, Koei's Genghis Khan II and Virgin's Spirit of Excalibur. It was not just a wargame in which your goal was the elimination of your enemies. Your goals could be diplomatic, or economic. There was many options in this game, diplomacy was a major part in it. Forging alliances was vital.

There was also a full-featured scenario editor with which the player could design his/her own scenarios and upload them to the net. It featured 100 megs of cinematics and professionnal-quality CD music by Roman Zebik.

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(Anglais) This title was so close to completing, it's installation program was already ready and working. For the first time the text-based installer was replaced by a more visually pleasing, graphically-based installer. Even if it were a DOS program, the installation program used standards similar to Windows 95 in terms of installation options.

(Anglais) From the main menu several options were offered to you. From starting the build-in campaign to loading a user-made scenario or changing game options, it's all there. The included scenario editor was another program altogether.

(Anglais) The main game interface. The interface was a modern icon and mouse-based interface. The lines of text in the lower-right corner of the screen were meant to be game messages, but in this beta they also relay AI reports.

(Anglais) When two armies of the same clan met, they could trade units with one-another. A graphic glitch in this one, the window doesn't go down enough.

(Anglais) The city information screen. From there the player would change the tax rate, unit and building production. The player could also create a mobile army from the city's garrison.

(Anglais) In this sea-only scenario, an orc vessel is closing in on an elven ship.

(Anglais) The combat module is tha last module that needed a complete overhaul. It wasn't quite as visually pleasing as I wish it were.

(Anglais) Another shot from the combat engine.

(Anglais) And another...

(Anglais) The counsel room. This game was loaded with diplomatic options in addition to war options.

(Anglais) In this menu, the player can send spies to any kingdom, in order to discover their relation with the other races. Knowing who is at was with who, and who is allied with who, could mean the difference between crushing the enemy in a swift blow, and meeting unexpected opposition in the form of it's allies.

(Anglais) In this room, the war minister can give you report on enemy locations and strength. You can also order scouts to lift the fog of war, for a price.

(Anglais) Your finance minister is always ready to give you a report on your financial situation. Make sure you adjust your taxes so you don't go under AND you don't crush your citizens with them.

(Anglais) Another shot of the main screen. This time showing a much bigger map. In the beta version, when the AI of a particular unit was confused, it would send in the 'Duh what should do' message.

(Anglais) The game featured a complete encyclopedia of the units and buildings in the game. Here the undead cavalry. All unit portraits were actually digitized miniatures against a photorealistic backdrop.

(Anglais) Another encyclopedia shot, here we have the catapult, which was available to all races.

(Anglais) Not all units belonged to a particular race. In this shot we discover the barbarian cavalry. The barbarians were non-aligned and could raid any and all races.

(Anglais) Each race had their own super-unit. Here, the orcish dragon Vasmillion the vile.

(Anglais) After loading a scenario, you could choose from any of the races available in it, plus select options like computer skill level and fog of war density.

(Anglais) The game featured a full-featured editor. The editor was the same used in-house to produce the campaign. Using a user-friendly interface, the user would first define the general look of the map (as seen in this screenshot). The result was a crude and blocky map, then the user pressed 'Soften map' and...

(Anglais) ...voila! The map would be softened to eliminate the blocky look.

(Anglais) Every kind of scenario was possible. Here a scenario involving an elvish fleet laying a siege on an orcish stronghold.

(Anglais) From the city screen, you could change evey option of your city. Here the city type could be change to any type of city available.

(Anglais) From this screen, the designer can adjust the amount of money each clan starts with.

(Anglais) From this screen, the designer would decide how each race felt towards every other at the beginning of the game. It would also impose a patience threshold after which point a race wouldn't consider peace at all.

(Anglais) From that screen, the designer would decide which units and buildings were allowed or not in his scenario.

Downloads
botr.mpg (29548 KB)(Anglais) Game's cinematics stitched together and accompanied by Roman Zebik's music

Links
(Anglais) RAFM Company Inc.
(Anglais) Sid Meier's Civilisation
(Anglais) Warcraft : Orcs and Humans
(Anglais) Gengihs Khan
(Anglais) Spirit of Excalibur