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Filip, introduce us to Carrier Command in a single sentence.
Carrier Command is a remake of a 20 years old classic that founded the real time strategy genre, it is often titles as such
but personally I believe it is a mix between various genres and there isn't anything even similar now.
What is the biggest similarity and the biggest difference between from the original game?
It is about the graphics and design a bit, the original Carrier Command was very flat
and not too much diverse and plastic with its terrain.
Our game differs in this a lot and the variously geologically formed terrains offer you completely new tactical option that weren't there before.
A large change is the involvement of the main character, who is more personalized in story cut scenes,
he can sometimes take part in the fights, he can head out on foot on his own.
The main part of the game centers around the Carrier that has its own defensive systems, its units it can let out, tries to conquer areas
These are then controlled by it once conquered and the island is then used for production or mining depending on what is the island's focus.
Here you will see the first mission where it looks like an classic FPS, which isn't the main focus of the game,
it's just the intro where the player gets to the carrier so that he can control it and use it to conquer
the enemy-controlled areas that he is supposed to capture within the story line so that he wins... preferably.
You have the overall idea of the game already so I will show you the details that make it.
One of the things we present as a novelty are godrays.
Some games have already had them, this is the first time for us. It's basically a passage of light through the atmosphere.
Here you can see that it's not only the large objects that cast it, small ones do too. It nicely completes the atmosphere.
While we are at the light, we have of course... I have to switch from this character for a while... a day cycle.
The day cycle obviously switches between day and night...
...and we have a very simple example where to show it as a whole.
So this is the full day cycle.
As you can see all the other effect accompany it. We have shadows that look very smooth up close.
They are cast by everything, not just by the terrain as it is with some games.
A game that fully takes place on water... as is implied from the name 'Carrier Command'...
has to have a not only good looking terrain, but the water itself too.
We have solved the problem of contact of sea with water (sea with coast :P). We have spume, surf.
Even inserted objects, be it models or terrain peaks, create ripples and spume. When I close up you can see chromatic aberration too.
The simulation of water is perfect.
The environment should be affected by the player somehow. Nowadays this is usually done with smaller or larger focus on destruction of the environment.
We are really trying to keep up with the trends, even bring some new things, so our environment is really fully destructible.
...put a rocket on for example...
...(???) the poor guy wouldn't survive...
The vehicle has some damage levels.
...and it's just debris.
As you could have seen we have a similar system for buildings.
Buildings can take some... this rocket is really powerful, in real game it can take more...
Some initial effects show up on it creating an atmosphere to prompt the player to fix the building or take care of it somehow within the strategic part.
If he doesn't react or the enemy is stronger the building will become such pile of debris.
Well, one of the most important questions, when will the game come out?
At this time we have all technologies and game mechanics done and we are focusing on improving the island environments,
improving and fine-tuning the missions and game dynamic as a whole.
And when does the game come out? Most likely in the second half of the year 2010.
Captions by Deadfast