[p]Hello everyone! Time flies, it’s already time for our third Dev Diary![/p][p]October has been a busy month: a
new video showcasing our fire propagation system, our
first roadmap, and of course, our
participation in Paris Games Week with a playable version of the game! And that’s not all… more surprises are coming soon 👀[/p][p]But what actually happened behind the scenes these past few weeks? Let’s take a look 👇[/p][p][/p]
Missions and tutorial
[p]We’ve been working on
integrating missions directly into the engine, while continuing to refine environments and scenarios.[/p][p]The
tutorial also received special attention for Paris Games Week: since it will be presented by real French firefighters, we wanted to make sure it’s as clear and intuitive as possible.[/p][p]You might remember the
mission selection interface we showed last month - it’s now being
implemented in the engine.[/p][p][/p][p]
The mission selection menu comes to life in the engine[/p][p][/p]
Gameplay comfort
[p]Several quality-of-life improvements have been added this month:[/p][p]A
new dynamic crosshair, which quickly shows whether you can interact with an object.[/p][p]
The crosshair in its neutral state, when aiming at an interactive element, and when an interaction is blocked or unavailable[/p][p][/p][p]We improved the
display of water pressure and hose distance. An indicator now warns you when you reach the limit or when pressure gets too low, helping you plan your movements better.[/p][p]
First version of the pressure and hose length display[/p][p][/p][p]We also reworked the
“Focus” mode, which lets you aim precisely at specific elements like the pump. It can now only be used on compatible elements, making interactions clearer and smoother.[/p][p][/p]
A new mechanic
[p]Major new feature this month:
vehicle damage! Gone are the days when you could crash into everything without consequences. Each collision now damages the truck, and fire can also affect it.[/p][p]That means the
player can now die inside the truck if the damage becomes too severe![/p][p]The mechanic is still being fine-tuned, but here’s a first look in action:[/p][p][/p][p]
We’ll definitely drive more carefully now… or at least we’ll try![/p][p][/p][p]The
tactical support menu was also updated to be clearer and better suited to our current missions.[/p][p][/p][carousel]
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Before / After, what do you think about the changes?[/p][p][/p]
On the artistic side
[p]Our art team is still hard at work on the
complete map overhaul, a massive task covering more than 16 km²! Three main areas have seen great progress: the cove, the harbor, and a large parking lot. The cliffs and paved roads were also improved for greater realism.[/p][p][/p][carousel]
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A little sneak peek at our recent work[/p][p][/p][p]
At the fire station, a few new props have been added: a desk, a “work in progress” sign, and some smaller details. This area won’t be fully completed for the first playtests, but we wanted to reflect that directly in the game.[/p][p][/p]
And also…
- [p]Visual improvements of on-screen key indicators, especially for actions requiring to hold a key[/p]
- [p]The game can now be displayed in English or French[/p]
- [p]Invitation system between players has been improved[/p]
- [p]Testing via Steam Playtest still ongoing[/p]
- [p]Plenty of bug fixes[/p]
[p][/p][hr][/hr][p][/p][p]That’s it for October! As always, thank you so much for your continued support. [/p][p]We wish you all a
Happy Halloween, and we’ll see you next month for more updates![/p][p][/p][p]❤️ Rescue Ops: Wildfire team
[/p]