Developer Spotlight - Introducing the Spiritual Successor to the 1988 Classic
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Developer Spotlight - Introducing the Spiritual Successor to the 1988 Classic
Опубликовано 4 years ago от

Dear Players,

In developer spotlight announcements, we will discuss aspects of Carrier Command 2 that we are really excited about, and aspects that make the game unique.

In this post, we will discuss the design basis for developing a sequel to the much loved and respected original Microprose classic of 1988. When Carrier Command released on the Amiga, ST, ZX, C64, and others, it was one of the first for true 3D gaming, and military simulation. This was an era of huge innovation, where the rules of game development were still being written.

For us, building a true spiritual successor is about respect for the original game as a ground breaking strategy and simulation game as intended by the original creators, Ian Oliver and Graeme Bird. CC 1988 gave the player a huge array of controls and commands, within a vast archipelago of volcanic islands. The depth of mechanics and decisions offered to the player is lost in modern games, but is what made CC 1988 so compelling and distinct.

An Experience True to the Original

Carrier Command 2 focuses on the strategy of commanding a carrier, from managing manufacturing, logistics, inventory, and loadouts to deploying units, performing manoeuvres, coordinating attacks, and assuming direct control of vehicles.

Each mechanic should support and develop these strategy aspects, from day-night cycle affecting vision and unit detection, weather affecting the ability to fly, or available inventory affecting potential strategies.

Deep Consequence

Interconnecting strategy with systems creates deeper mechanics, and deeper mechanics give a wider range of ways to play the game, a broader range of strategies, and more opportunities for players to play well. Simple interfaces and tools give the player huge authorship over their own approach.

In juxtaposition, there are also opportunities for things to go wrong, from losing a Manta, taking carrier damage, or running short of an essential item in your inventory. Being a great commander is no simple task, and the threat of defeat gives each encounter a meaningful importance.

A Homage to 1980s Retro Gaming

Carrier Command 2 heavily references science fiction design of the 1970s and 1980s as well as the style and feeling of video gaming of the era. Our intention is to make the game look and feel every bit as good as we remember these games in our rose tinted glasses.

Pixel art textures, low fidelity CRT screens, mechanical switches and buttons, are reminiscent of Ridley Scotts Alien or Bladerunner, Mamoru Oshii's Ghost in the Shell, and capture the era in a similar way to the The Last Night.

In future posts, we look forward to discussing more specific aspects in more detail. Let us know what you would like to hear more about in the comments!

We look forward to hearing your thoughts.

Much love <3,

The Carrier Command Developers

Link to original post: https://store.steampowered.com/news/app/1489630/view/2934623681399694170?l=english