Originally Posted by LordGek
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.