Resume
Project members
Berry Oscar
Cauchois Lilian
The Duff Yannick
Reguiga Alexandre
Schell-wack Matéo
Vaudaine Lucas
Types : Escape Game VR / Puzzle / Serious Game
Thematic : Ecology / Science / Mystery
Player : Configured for 2 players (1 with VR headset).
Support : PC/Oculus Rift (Download PDF document)
Target : Casual player / Vr enjoyer
Expérience duration: 5 - 10 minutes
Concept
How do you play the game? The game starts with 3 countries. Each country has its own statistics and a "mood" bar. The goal is to make as many countries as satisfied as possible.
To do this, events happen from time to time. Depending on the player's response, some countries will be happy and others, conversely, will deplore your choices.
However, some answers require money. This money is obtained proportionally with the general mood. Otherwise, small, collectable notes will appear on the player's screen from time to time.


The game is defined by two major intentions.
The game's first objective is to be a pastime. We want players to open a game on their phone to enjoy a short experience.
Secondly, the game is intended to be as humorous as possible, to create funny and absurd situations between the countries. We've parodied the names of the countries to avoid any problematic coincidences.
My post
Programmer
Once we had decided as a group what the game would be like. I mainly dealt with the technical side of the game.
My two biggest challenges were setting up the mood bar on the left. I had to calculate the average of all the mood bars for each country and move these mood bars in relation to certain stages (like 1/4 or 1/2) to change the main bar.
Secondly, we had to set up the events. We made around twenty of them, some with very specific rules. So I created special conditions directly in the data to centralise everything in the event controller.


Game Design
By creating the game, I was able to play it a lot and test the balancing as well as some of the design issues.
I also contributed a lot to making the game more dynamic, particularly with the addition of collectable currency or by giving my opinion on which balancing elements would work well with which events etc...
I also added a few visual elements to make the game easier to understand, such as highlighting a selected country or the clouds and suns to show whether a country is unhappy or happy.
We are not
United Nation

Management / Strategy / Choice Game
You are a newly-created global organisation. Your mission is to meet the expectations of as many countries as possible. But the more popular you become, the more countries there will be to manage and conflicts to resolve. So get ready, sit back in your seat, the debates are already in full swing...
Game Design
Data Sheet
