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Carrier Command 2 News

Developer Spotlight - The Vehicle Control Station



Dear players,

In developer spotlight posts, we discuss the detail and ideas behind Carrier Command 2.

In this post, we discuss the vehicle control station where you deploy, manage, and control the unmanned amphibious and aerial vehicles from the carrier.

This is the main terminal for fighting over and capturing islands. In fact, this terminal is so central to the strategy gameplay, that there are 3 identical terminals for use in multiplayer, where many players can cooperate and coordinate their strategies together.

At this station, you use the vehicle control screen. The vehicle control screen has 2 modes: map mode and vehicle control mode.



Map Mode

The map mode is a simple map view, showing your own units and enemy units. You can select units to show their context menu, or drag units to issue orders such as moving or attacking.

You can zoom in and out, and pan to inspect the entire theatre of battle. All necessary information for a battle is available in map mode, in a simple, readable format, with detail hidden in tooltips.

Vehicles can be given several order types by simple dragging. Dragging a unit into open space creates a move order, dragging onto a team vehicle creates a support / follow order, dragging onto an enemy vehicle creates an attack order, dragging onto the carrier creates a dock order, and dragging onto its own waypoint creates a looping path. To extend move orders, players can simply drag the last waypoint to extend the route.



Vehicle Control Mode

When pressing the vehicle control button on the map, the screen transitions to vehicle control mode. This is a first person view from the selected vehicle.

From this view, you can select the various attachments on the vehicle, and take manual control of flight, cameras, and / or weapons. Control is toggled separately so you can take complete control, just drive and allow the AI or another player to gun, or vice-versa.

In vehicle control, the HUD is contextual and shows the HUD controls for the current vehicle type and weapon you have selected. Aircraft and land vehicles have different HUD indicators, and different weapon types have different targeting reticules and information.



We are really enjoying designing and developing these features and have a lot more to discuss.

What details or systems would you like to know more about? Let us know in the comments!

Much love
The Carrier Command Developers

Developer Spotlight - The Command Interface



Dear players,

In developer spotlight posts, we discuss the detail and ideas behind Carrier Command 2.

In this post, we want to tell you about how you interface with the various carrier systems, command strategy, and directly control the unmanned vehicles.

You interact with these systems using (diegetic) physical screens, buttons, switches, and control seats. These physical controls are arranged in stations, where the tools, actions and controls for a specific point in the game are at hand. Overlaid user interface is kept to the minimum.

In Carrier Command 2, we want the carrier bridge to be a rich world where every screen, button, switch and dial has a function and does something in the world. There are no cosmetic buttons and controls, no false doors.



The Screens

Complex interactions and data are handled by in-game screens. These include displaying map data, setting vehicle orders, listing inventory and system status, and more. These screens are modelled after CRT military and marine screens commonly found in navy ships produced during the cold war, and were the basis for the vision of science fiction of that era.

These screens are placed at stations, and multiple screens are often accessed from a single station. Many screens are most commonly used passively, where the player has vision of the screen, without it taking the focus of the players view.

The screens are low-resolution analogue screens, to reflect the interfaces and style of the original game, and pay tribute to this era of technology. In practical terms, this also works really well because you can still read all information when stood back from the screen. At this scale, information is minimal and can be displayed in a simple to understand way.



Literalism

In Carrier Command 2, placing the player in the narrative of the world, and making it feel relevant and authentic is extremely important to us. For this reason we wanted to avoid overlaid UI as much as possible. Diegetic UI helps set the mechanics and rules of the world, and makes it easier for the player to understand what tools are at their disposal and where these tools are.

This literalism is a newer concept in game design, with our favorite early uses being Tim Schafers in Grim Fandango and later the epic controller and interface of Steel Battalion.



Flow of Gameplay

We have arranged the carrier bridge into gameplay stations, to give the player the controls and functions they need at any point in that gameplay cycle. This minimizes the break in flow as a player walks between stations, if for just a couple of meters. In the middle of battle, it would feel obstructive to repeatedly move between screens, when quick decisions and actions are necessary. By grouping controls and interfaces by mode of gameplay, gameplay can flow without cluttering the interface with functions not required at that point in the game.

These game design decisions and directions are really important to us and we would love to hear what you think! We look forward to reading your feedback in the comments :-)

Much love
The Carrier Command Developers

Developer Spotlight - Introducing the Spiritual Successor to the 1988 Classic



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
The Carrier Command Developers

Iconic '80s RTS game Carrier Command is back! Again!

MicroProse has been light on actual game releases in 2020 since the brand's big relaunch earlier in the year, but it's not been shy about talking about all of the projects being worked on, many of them slated for 2021. The company's latest round of '80s strategy/sim necromancy comes in the form of classic RTS game Carrier Command. The publisher is now working on an official sequel - Carrier Command 2.


First published by Rainbird in 1988, the original Carrier Command featured a near-future setting where you were in command of a highly advanced carrier with robotic aircraft. It turns out an unknown enemy stole a slightly more advanced robotic aircraft carrier, and the two of you have to duke it out to try and colonise an archipelago of around 60-something islands. Because reasons?


Carrier Command 2 looks to bring that same energy back with a new remake that offers the same, er, curious plot and in-depth strategic RTS action. You'll have a range of automated aircraft and amphibious units at your disposal, and you'll need to duke it out against an AI (or another human) for control of another archipelago. There will also be co-op multiplayer as well.


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