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  #11  
Old 08-29-2012, 03:00 PM
famousringo famousringo is offline
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A firefighting RTS, eh? Intriguing.
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  #12  
Old 08-29-2012, 03:05 PM
jasonredhawk jasonredhawk is offline
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Originally Posted by famousringo View Post
A firefighting RTS, eh? Intriguing.
Yup.. best one out there! (only one out there) It's similar to Flight Control line-drawing paths, with an organic simulated wildfire that burns different every time. Add helicopters, water bombers and smokejumpers, and you got FireJumpers
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  #13  
Old 08-29-2012, 03:41 PM
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LordGek LordGek is offline
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Originally Posted by jasonredhawk View Post
Yup.. best one out there! (only one out there) It's similar to Flight Control line-drawing paths, with an organic simulated wildfire that burns different every time. Add helicopters, water bombers and smokejumpers, and you got FireJumpers
Oh, so what aspects are RANDOMIZED? Will fires start in different locations on the same map when replayed?
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  #14  
Old 08-29-2012, 04:10 PM
jasonredhawk jasonredhawk is offline
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Originally Posted by LordGek View Post
Oh, so what aspects are RANDOMIZED? Will fires start in different locations on the same map when replayed?

Fires start in the same location, but the way the fire burns is different every time. Each terrain blit has it's own probability of catching on fire as well as water resistance. For example, grass (light green blit) is more likely to catch on fire, burn faster and is easiest to extinguish with water. Dense trees (darkest green blit) is less likely to catch on fire, but once caught on fire it burns slowly and it is very hard to extinguish with water.

In fact, the terrain types are very important to consider when fighting a wildfire. Units move quickly over grass but more slowly over dense trees. Example, the Cut Team cuts firebreaks through grass and bushes fairly well, but they are very very slow at cutting through dense trees. Same thing with Hose Team, great at stopping grass/bush fires, terrible at stopping dense forest fires. A balance between realistic issues wildland firefighters must consider while keeping the game playable.

I designed it to be a pixel-art style because I wanted to create epic size maps, in some later levels there's over 55,000+ trees and other burnable stuff. Due to a number of limitations, mainly the speed and max memory of a phone, the ideal size of a blit (tree, bush, grass, building, etc) was a 5x5px, which kinda limits the overall graphic look&feel. So since I couldn't really make terrain ultra sleek graphics, I took a pixel-art approach and made it work.

I know this was a long answer to your short question, so thanks if you've read it this far.
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  #15  
Old 08-29-2012, 04:48 PM
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LordGek LordGek is offline
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Quote:
Originally Posted by jasonredhawk View Post
Fires start in the same location, but the way the fire burns is different every time. Each terrain blit has it's own probability of catching on fire as well as water resistance. For example, grass (light green blit) is more likely to catch on fire, burn faster and is easiest to extinguish with water. Dense trees (darkest green blit) is less likely to catch on fire, but once caught on fire it burns slowly and it is very hard to extinguish with water.

In fact, the terrain types are very important to consider when fighting a wildfire. Units move quickly over grass but more slowly over dense trees. Example, the Cut Team cuts firebreaks through grass and bushes fairly well, but they are very very slow at cutting through dense trees. Same thing with Hose Team, great at stopping grass/bush fires, terrible at stopping dense forest fires. A balance between realistic issues wildland firefighters must consider while keeping the game playable.

I designed it to be a pixel-art style because I wanted to create epic size maps, in some later levels there's over 55,000+ trees and other burnable stuff. Due to a number of limitations, mainly the speed and max memory of a phone, the ideal size of a blit (tree, bush, grass, building, etc) was a 5x5px, which kinda limits the overall graphic look&feel. So since I couldn't really make terrain ultra sleek graphics, I took a pixel-art approach and made it work.

I know this was a long answer to your short question, so thanks if you've read it this far.
No problem, a complete and appreciated answer!
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  #16  
Old 08-29-2012, 06:49 PM
bacon-N-eggs bacon-N-eggs is offline
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This looks really good, going to go download now.... It's out in the US

Last edited by bacon-N-eggs; 08-29-2012 at 07:01 PM..
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  #17  
Old 08-29-2012, 06:52 PM
ducksFANjason ducksFANjason is offline
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Quote:
Originally Posted by jasonredhawk View Post
Fires start in the same location, but the way the fire burns is different every time. Each terrain blit has it's own probability of catching on fire as well as water resistance. For example, grass (light green blit) is more likely to catch on fire, burn faster and is easiest to extinguish with water. Dense trees (darkest green blit) is less likely to catch on fire, but once caught on fire it burns slowly and it is very hard to extinguish with water.

In fact, the terrain types are very important to consider when fighting a wildfire. Units move quickly over grass but more slowly over dense trees. Example, the Cut Team cuts firebreaks through grass and bushes fairly well, but they are very very slow at cutting through dense trees. Same thing with Hose Team, great at stopping grass/bush fires, terrible at stopping dense forest fires. A balance between realistic issues wildland firefighters must consider while keeping the game playable.

I designed it to be a pixel-art style because I wanted to create epic size maps, in some later levels there's over 55,000+ trees and other burnable stuff. Due to a number of limitations, mainly the speed and max memory of a phone, the ideal size of a blit (tree, bush, grass, building, etc) was a 5x5px, which kinda limits the overall graphic look&feel. So since I couldn't really make terrain ultra sleek graphics, I took a pixel-art approach and made it work.

I know this was a long answer to your short question, so thanks if you've read it this far.
Interesting stuff! Looks great, you've got my $2 tonight when I get home 😄
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  #18  
Old 08-29-2012, 06:58 PM
Joshnsuch Joshnsuch is offline
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I really like the looks of this one. Also doesn't seem to be TOO much else out this week I could pick up.

I'd LOVE to get Bastion, but that is only for iPad. :/ Oh well! Can't wait to give this title a shot.
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  #19  
Old 08-29-2012, 07:10 PM
jasonredhawk jasonredhawk is offline
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Quote:
Originally Posted by bacon-N-eggs View Post
This looks really good, going to go download now.... It's out in the US
yesssss!
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  #20  
Old 08-29-2012, 07:18 PM
jasonredhawk jasonredhawk is offline
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Quote:
Originally Posted by ducksFANjason View Post
Interesting stuff! Looks great, you've got my $2 tonight when I get home 😄
Booya! Don't forget to come back and let me know what you think! I'm very open to ideas and suggestions and even constructive criticism.
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