EmergeNYC - New Fire & Water Effects & Sounds, Destructible Buildings, TIC etc
https://www.youtube.com/watch?v=Dq7qhRfWVCs&feature=youtu.be
*DISCLAIMER*
This update is not released yet and there is no ETA. We are taking our time to make sure it is quality, stable, and worth the wait.
Full Resolution Video for Download : (Youtube lowers video quality)
https://drive.google.com/file/d/1_jf76Cz6f2SndMo6zyFkBikfjhYDpFEm/view?usp=sharing
00:00 : Intro
00:41 : Before & After
00:55 : New Fire Effects
02:43 : New Smoke Effects
03:39 : Destructible Environments
04:20 : New Water Effects
04:55 : Thermal Camera
05:50 : New Rollup and Roof Cutting
06:20 : Secondary Searches
07:11 : Hotspots
07:20 : Overhaul
07:30 : New Montgomery County Sounds
08:30 : New Manhattan Sounds
09:05 : Live Radio
11:49 : New Brooklyn Units
12:57 : Optimizations
Coming Soon!
20% OFF UNTIL 01/05/21 price will raise after the update is released.
From the very beginning EmergeNYC has strived to be the most immersive and realistic firefighting simulator on the market. Part of this update has been asking ourselves the question “How can we do better than the new games who are dipping their toes in this genre.” The actual fire fighting gameplay is perhaps the most important aspect of a game like this and looking back our previous fire mechanics and effects were mediocre at best.
I have redesigned the entire fire & water systems from the ground up with all new particle effects, smoke and steam effects, dynamic charring, and now for the first time, we are introducing virtually completely destructible environments. I will be covering this and a lot more in this video.
New Fires(Lighting, brightness, Sounds, Charring, Refraction)
This before & after shot is to give people a sense of the improvement. We have done several changes and additions to the fire including lighting that flickers, reflects off of its surroundings and even buildings nearby giving it a much more realistic look. Dynamic burning shaders have been added. Anywhere that fire is burning or residual heat remains, a burning effect will appear and areas that have burned and been extinguished or burnt out will appear black and charred. The brightness and color of the fire has also been adjusted. All fire sounds have been completely redone with a random library of over 20 different fire sounds which improve the overall immersion over the previous single fire sound effect. Sounds for the fire being extinguished and even the sound of water dripping and charring after the fire lingers for some time. Refraction, heat blur, and Embers have also been added to the fires to give them the most believable and realistic looks possible. One of the most game changing improvements we've done is that fires will always start in a random location rather than the same fire starting in the same place every time. Now no matter how much you play the game, you will not know what to expect or if to expect anything because there is also a chance that no fire starts at all and it is simply a false alarm.
Smoke and Steam (Volumetric, Dynamic Wind, and collisions)
We have completely redone and optimized the smoke effects. The smoke and steam is now volumetric meaning it is affected by the lighting around it. Light from the fire, your flashlight, emergency lights, and even the sun affect the shading and shadows in the smoke. All of this, while looking much better, also is much less impactful on your frame rate then the previous smoke. Wind now affects the smoke of all fires and with random wind direction and speed, the smoke and steam plumes look much more realistic and constantly shift making some areas easier to search when the wind is blowing the smoke away, and the next second, completely banked down. Thermal layering is now a thing meaning that the smoke rises and hangs on the ceiling. Staying low when searching is now more effective than before. The smoke particles have collisions which prevent them from going through walls, roofs and the smoke will now only seep out of openings that it can fit through.
Destruction (Collapses, opening walls, debris)
For the first time in any firefighting game, we are introducing fully destructible environments. This has been something requested by the community for years and up until now felt like an impossible task. Every part of the fire building minus the exterior frame is now destructible. This means every fire will be completely different. Roofs and Ceilings weakened by fire can collapse and block your exit. The floor below you can give way and
Fire can hide inside the walls and sneak its way around you or even above you. All of this is dynamic and not event scripted in any way. Simply put any part of the building that is damaged enough by fire or the player can and will collapse or break even down to the wooden pillars inside of the walls and in between floors.
New Interiors
Over a dozen new building interiors up to our new standard of quality including complete destruction capabilities have been added into the game with potential for many new emergencies
New Water Effects Sound Pressure Puddles
One of the things we knew needed to be improved were the Water effects. While I was at it I went ahead and redid the nozzle mechanics. The Nozzle is now opened or closed with the scroll wheel on the mouse acting as the nozzle handle allowing you to adjust the pressure and amount of water you want coming out of the nozzle. The sounds have also been redone, all of this adding to the immersion. To top it off, water puddles appear on the environment and even on your character
Thermal Camera
With all of these new improvements to fire and smoke it can be very difficult when doing searches, looking for fire through the smoke and steam, or when disoriented, finding your way to a window or door. For this reason we have implemented the new Thermal Camera. The thermal camera will show you where residual heat and fire are hiding, whether it’s behind thick smoke, under debris, or in the walls, the thermal camera is your go to tool when searching for heat and fire. When doing searches for victims, the smoke can become blinding and the need for the thermal camera may arise to try to find a victim in the thick smoke. If you become trapped and disoriented and need a way out quickly, the thermal camera can see through the smoke and door ways and window frames can be seen clearly. This is a very useful addition to the game and one of my favorite new tools.
Climb through any window
Climbing through any window of an active fire building is now possible for when needing to bail out, or climb into a window.
New Roof Venting & Roll up Door Cutting\
Another thing that we felt could be improved was roof cutting, and roll up door cutting. Previously you simply held your saw to a lock or a square piece of roof until it came loose, while you still have the option of cutting a lock off a rollup, you can now cut more dynamic cuts in the roof and roll up doors depending on the direction and angle you are cutting. Once your cuts have been made you can use any of the hitting tools to break the cut pieces off. This is still a work in progress mechanic.
Traffic Lights
One feature that has been lacking for a while now is fully functional traffic lights. Traffic lights now indicate their actual status and cars will stop and behave as they should at an intersection. This is very useful when knowing when to be on the lookout for traffic cars coming from the sides at an intersection.
Montgomery County and Manhattan Sounds
LC has been hard at work continuing his work on redoing all vehicle sounds and has completed all of the Manhattan and Montgomery County Units. So many of you enjoyed the last video so here is a minute or two of some of the new sounds.
Live Radio
Another addition to the overall immersion is Live Radio, depending on whether you’re in Manhattan or Brooklyn you will hear live real life dispatch audio with less than a minute delay which can be heard inside a rig and a certain distance near the rig.
Optimizations
Possibly the most important part of this update has been working on optimization. While adding these new features we kept in mind the possible impact on performance that this could all have. The top 3 performance impacting issues were smoke, the hose physics, and a long list of repetitive errors. All of these have been addressed and much more to give our players a much smoother gameplay experience. The fire hoses have been completely redone and now are 80% less impactful on performance. The new volumetric smoke effects, while looking much more realistic and believable, are now 90% more efficient than the previous smoke effects. Many other things that should not be taking load on the CPU have been optimized and the performance improvement will be noticeable for all players. New Settings have also been added such as how quickly dynamic debris should disappear.
Hotspots: Hotspots can ignite small fires long after the main body of fire has been extinguished. Washing down any glowing debris will prevent this from happening.
Overhaul: Most pieces of furniture and Debris can be grabbed with the mouse and thrown or moved meaning it is now possible to overhaul and you can even throw furniture out of windows.
New Units: 8 new companies have been added
Secondary Searches: With collapses and destruction added, it can be easy to miss a fire victim in a primary search. Once the smoke has lifted and the visibility has improved, the need for secondary searches is much higher in this new update. Victims can be buried under debris and easily blend into all of the mess.
Announcement posted on 12/23 regarding release
As you are all eagerly waiting, I wanted to just clarify a few things for you guys. Yes a new video is coming out in the next 2-3 days. However the update is not. Simply because it is not ready. While my goal from the start was to have it ready by this time, I was unable to meet that self imposed deadline (Remember I never said it would be ready by now) just was one of my personal goals. The last few years I have not taken Christmas or New Years off to work on Christmas updates and many of you know that that never ended well. While putting an update out now is smart for profits and sales, I care more about the quality and stability of the update rather than wanting to make as much money as possible. This Christmas and New Years I will be taking off like a normal human being and spending it with my mother who came to visit me in NYC. This new video I am working on now is to preview the final additions to the update and all time afterwards will be spent on getting the update ready for Single Player only staging branch testing to thoroughly test before a full public release early next year. It will be Single Player only public testing at first because getting every thing networked properly is what is taking so long and there is no point in keeping you all waiting when things are fully functional in Single Player. There is still NO time frame for either release and I want to keep it that way because it allows us to work more thoroughly on very important things and you will all see that once we reach that point. I and all the devs in training are very hard at work and this new video will blow your mind with the amount of progress we have made in optimization and improvements to the game all around. Thanks all for your patience, and hang in there, this update will be very very worth it, I can promise that. stay tuned for the video coming
Thanks to our devs in training for their help:
LC
Javi
Sal
Cody
Naught
*DISCLAIMER*
This update is not released yet and there is no ETA. We are taking our time to make sure it is quality, stable, and worth the wait.
Full Resolution Video for Download : (Youtube lowers video quality)
https://drive.google.com/file/d/1_jf76Cz6f2SndMo6zyFkBikfjhYDpFEm/view?usp=sharing
00:00 : Intro
00:41 : Before & After
00:55 : New Fire Effects
02:43 : New Smoke Effects
03:39 : Destructible Environments
04:20 : New Water Effects
04:55 : Thermal Camera
05:50 : New Rollup and Roof Cutting
06:20 : Secondary Searches
07:11 : Hotspots
07:20 : Overhaul
07:30 : New Montgomery County Sounds
08:30 : New Manhattan Sounds
09:05 : Live Radio
11:49 : New Brooklyn Units
12:57 : Optimizations
Coming Soon!
20% OFF UNTIL 01/05/21 price will raise after the update is released.
From the very beginning EmergeNYC has strived to be the most immersive and realistic firefighting simulator on the market. Part of this update has been asking ourselves the question “How can we do better than the new games who are dipping their toes in this genre.” The actual fire fighting gameplay is perhaps the most important aspect of a game like this and looking back our previous fire mechanics and effects were mediocre at best.
I have redesigned the entire fire & water systems from the ground up with all new particle effects, smoke and steam effects, dynamic charring, and now for the first time, we are introducing virtually completely destructible environments. I will be covering this and a lot more in this video.
New Fires(Lighting, brightness, Sounds, Charring, Refraction)
This before & after shot is to give people a sense of the improvement. We have done several changes and additions to the fire including lighting that flickers, reflects off of its surroundings and even buildings nearby giving it a much more realistic look. Dynamic burning shaders have been added. Anywhere that fire is burning or residual heat remains, a burning effect will appear and areas that have burned and been extinguished or burnt out will appear black and charred. The brightness and color of the fire has also been adjusted. All fire sounds have been completely redone with a random library of over 20 different fire sounds which improve the overall immersion over the previous single fire sound effect. Sounds for the fire being extinguished and even the sound of water dripping and charring after the fire lingers for some time. Refraction, heat blur, and Embers have also been added to the fires to give them the most believable and realistic looks possible. One of the most game changing improvements we've done is that fires will always start in a random location rather than the same fire starting in the same place every time. Now no matter how much you play the game, you will not know what to expect or if to expect anything because there is also a chance that no fire starts at all and it is simply a false alarm.
Smoke and Steam (Volumetric, Dynamic Wind, and collisions)
We have completely redone and optimized the smoke effects. The smoke and steam is now volumetric meaning it is affected by the lighting around it. Light from the fire, your flashlight, emergency lights, and even the sun affect the shading and shadows in the smoke. All of this, while looking much better, also is much less impactful on your frame rate then the previous smoke. Wind now affects the smoke of all fires and with random wind direction and speed, the smoke and steam plumes look much more realistic and constantly shift making some areas easier to search when the wind is blowing the smoke away, and the next second, completely banked down. Thermal layering is now a thing meaning that the smoke rises and hangs on the ceiling. Staying low when searching is now more effective than before. The smoke particles have collisions which prevent them from going through walls, roofs and the smoke will now only seep out of openings that it can fit through.
Destruction (Collapses, opening walls, debris)
For the first time in any firefighting game, we are introducing fully destructible environments. This has been something requested by the community for years and up until now felt like an impossible task. Every part of the fire building minus the exterior frame is now destructible. This means every fire will be completely different. Roofs and Ceilings weakened by fire can collapse and block your exit. The floor below you can give way and
Fire can hide inside the walls and sneak its way around you or even above you. All of this is dynamic and not event scripted in any way. Simply put any part of the building that is damaged enough by fire or the player can and will collapse or break even down to the wooden pillars inside of the walls and in between floors.
New Interiors
Over a dozen new building interiors up to our new standard of quality including complete destruction capabilities have been added into the game with potential for many new emergencies
New Water Effects Sound Pressure Puddles
One of the things we knew needed to be improved were the Water effects. While I was at it I went ahead and redid the nozzle mechanics. The Nozzle is now opened or closed with the scroll wheel on the mouse acting as the nozzle handle allowing you to adjust the pressure and amount of water you want coming out of the nozzle. The sounds have also been redone, all of this adding to the immersion. To top it off, water puddles appear on the environment and even on your character
Thermal Camera
With all of these new improvements to fire and smoke it can be very difficult when doing searches, looking for fire through the smoke and steam, or when disoriented, finding your way to a window or door. For this reason we have implemented the new Thermal Camera. The thermal camera will show you where residual heat and fire are hiding, whether it’s behind thick smoke, under debris, or in the walls, the thermal camera is your go to tool when searching for heat and fire. When doing searches for victims, the smoke can become blinding and the need for the thermal camera may arise to try to find a victim in the thick smoke. If you become trapped and disoriented and need a way out quickly, the thermal camera can see through the smoke and door ways and window frames can be seen clearly. This is a very useful addition to the game and one of my favorite new tools.
Climb through any window
Climbing through any window of an active fire building is now possible for when needing to bail out, or climb into a window.
New Roof Venting & Roll up Door Cutting\
Another thing that we felt could be improved was roof cutting, and roll up door cutting. Previously you simply held your saw to a lock or a square piece of roof until it came loose, while you still have the option of cutting a lock off a rollup, you can now cut more dynamic cuts in the roof and roll up doors depending on the direction and angle you are cutting. Once your cuts have been made you can use any of the hitting tools to break the cut pieces off. This is still a work in progress mechanic.
Traffic Lights
One feature that has been lacking for a while now is fully functional traffic lights. Traffic lights now indicate their actual status and cars will stop and behave as they should at an intersection. This is very useful when knowing when to be on the lookout for traffic cars coming from the sides at an intersection.
Montgomery County and Manhattan Sounds
LC has been hard at work continuing his work on redoing all vehicle sounds and has completed all of the Manhattan and Montgomery County Units. So many of you enjoyed the last video so here is a minute or two of some of the new sounds.
Live Radio
Another addition to the overall immersion is Live Radio, depending on whether you’re in Manhattan or Brooklyn you will hear live real life dispatch audio with less than a minute delay which can be heard inside a rig and a certain distance near the rig.
Optimizations
Possibly the most important part of this update has been working on optimization. While adding these new features we kept in mind the possible impact on performance that this could all have. The top 3 performance impacting issues were smoke, the hose physics, and a long list of repetitive errors. All of these have been addressed and much more to give our players a much smoother gameplay experience. The fire hoses have been completely redone and now are 80% less impactful on performance. The new volumetric smoke effects, while looking much more realistic and believable, are now 90% more efficient than the previous smoke effects. Many other things that should not be taking load on the CPU have been optimized and the performance improvement will be noticeable for all players. New Settings have also been added such as how quickly dynamic debris should disappear.
Hotspots: Hotspots can ignite small fires long after the main body of fire has been extinguished. Washing down any glowing debris will prevent this from happening.
Overhaul: Most pieces of furniture and Debris can be grabbed with the mouse and thrown or moved meaning it is now possible to overhaul and you can even throw furniture out of windows.
New Units: 8 new companies have been added
Secondary Searches: With collapses and destruction added, it can be easy to miss a fire victim in a primary search. Once the smoke has lifted and the visibility has improved, the need for secondary searches is much higher in this new update. Victims can be buried under debris and easily blend into all of the mess.
Announcement posted on 12/23 regarding release
As you are all eagerly waiting, I wanted to just clarify a few things for you guys. Yes a new video is coming out in the next 2-3 days. However the update is not. Simply because it is not ready. While my goal from the start was to have it ready by this time, I was unable to meet that self imposed deadline (Remember I never said it would be ready by now) just was one of my personal goals. The last few years I have not taken Christmas or New Years off to work on Christmas updates and many of you know that that never ended well. While putting an update out now is smart for profits and sales, I care more about the quality and stability of the update rather than wanting to make as much money as possible. This Christmas and New Years I will be taking off like a normal human being and spending it with my mother who came to visit me in NYC. This new video I am working on now is to preview the final additions to the update and all time afterwards will be spent on getting the update ready for Single Player only staging branch testing to thoroughly test before a full public release early next year. It will be Single Player only public testing at first because getting every thing networked properly is what is taking so long and there is no point in keeping you all waiting when things are fully functional in Single Player. There is still NO time frame for either release and I want to keep it that way because it allows us to work more thoroughly on very important things and you will all see that once we reach that point. I and all the devs in training are very hard at work and this new video will blow your mind with the amount of progress we have made in optimization and improvements to the game all around. Thanks all for your patience, and hang in there, this update will be very very worth it, I can promise that. stay tuned for the video coming
Thanks to our devs in training for their help:
LC
Javi
Sal
Cody
Naught