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Rescue Ops: Wildfire – Dev Diary #4

[p]Hello everyone! The holiday season is approaching, but before wrapping up the year we have plenty to share with you in this fourth Dev Diary.[/p][p]November has been a busy month for the team. We took part in the Winter OTK Games Expo, where we revealed a new video along with two major announcements:[/p]
  • [p]Our Kickstarter page page is now live, with a campaign scheduled for early 2026[/p]
  • [p]Sign-ups for our first closed playtest are open! The playtest will run from December 9 to December 23, and you can find the registration form directly on our Discord[/p]
[p]Don’t forget to follow our Kickstarter page to be notified as soon as the campaign begins. Every follow helps us boost the project’s visibility and prepare for the best launch possible. If you’d like to learn more about Kickstarter, feel free to reach out on Discord![/p][p][/p][p]Now, onto the main topic: what happened in November during the development of Rescue Ops: Wildfire? 👇[/p][p][/p]
First and second mission
[p]We are continuing work on the first two missions to ensure a solid experience for the upcoming playtest. The first mission is now implemented in the engine and required a lot of testing, especially to balance fire propagation and the extinguishing power of the firefighter hose. The second mission is progressing well too, although a few elements still need to be finalized.[/p][p][/p]
Interaction system improvements
[p]Our previous interaction system wasn’t as comfortable as we wanted, especially when several small objects were close together. Aiming had to be overly precise. We’ve reworked the system to make it more forgiving and pleasant to use. The crosshair now detects nearby objects and displays available interactions, prioritizing the one closest to its center.[/p][p][/p][p][/p][p]Preview of the updated interaction system[/p][p][/p]
Progress on the “Provence” map rework
[p]The team is continuing work on the rework of the “Provence” map, which some of you will get to try early during the playtest. On the development side, we’re focusing on procedural generation and setting up different biomes. On the art side, efforts are concentrated on two main areas:[/p]
  • [p]The tree-cutting zone[/p]
  • [p]The area players must defend during the first mission[/p]
[p]This also includes creating new assets (barriers, utility poles, etc.) and improving existing ones such as roads.[/p][p][/p][carousel][/carousel][p]A look at the new “Provence” map[/p][p][/p]
And also…
  • [p]Implementation of the truck’s self-protection system[/p]
  • [p]Improvements to the in-game cursor to reduce certain latency issues[/p]
[p][/p][hr][/hr][p][/p][p]That’s all for November! Thank you again for your support.[/p][p][/p][p]Take care, stay warm, and maybe go easy on the chocolate. We’ll see you next month, just before the holidays, for the final Dev Diary of the year.[/p][p][/p][p]❤️ Rescue Ops: Wildfire team[/p]