Full notes
Full Ambulance Simulator update
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What changed
- Gameplay
- UI and audio
Hi everybody!
Here’s a long-awaited update on Ambulance Simulator! We know, it took us some time. Let us brief you a bit since the silence was too long on our end.
Frankly saying, we've had a lot of organizational changes on the verge of 2021 and 2022. We decided to significantly strengthen and expand our team. With new talented people on board, things are looking better now!
💣💥💥 That said, we plan to release Ambulance Simulator this year. We also plan to launch a Steam playtest demo of the game to be released very soon, stay tuned!💣💥💥
And here’s a summary of the works from the last weeks/months:
Living City – we’ve been building a busy city. The environment has been entirely reworked from the ground up. There’s way more variety, more props, complex road intersections, and sidewalks. The city itself has increased in size compared to previous designs, so expect a bigger, better, living city.
The traffic system has been redone from scratch and is now more responsive, more clever, and more optimized, meaning the roads will be busy. Given the fact that driving through traffic as an ambulance driver is no easy task, you as a player will be challenged with real-world situations found on the roads of a busy city. We’ve improved the AI of NPC Cars to make room for an incoming ambulance (make sure to toggle your sirens on!), however, keep in mind the pedestrians and other cars on your way to the victim in need.
The ambulance has never been more precise to drive. We’ve developed custom vehicle physics to accommodate for accurate physically driven vehicle handling. You’ll be able to feel the weight of an ambulance car, along with its acceleration and traction.
Pedestrians have been given a second life. We’ve reworked our pedestrian system in order to populate our city with lots of NPCs. Thanks to that the city has never been so much alive. The pedestrians in the current iteration come with their own physics behavior, different animations, and procedurally generated navigation.
The player navigation system and minimap have been done from scratch. As a player, you won’t have any issues finding the victim. New procedural minimap path generation that’s in place will let you navigate easily throughout the city.
General tweaks, the latest engine version, and a project reworked from the ground up allowed us to run the game smoothly with 60 frames per second even on lower-end machines. And all that with a bigger city, better traffic, and pedestrians in mind. Optional DLSS and FidelityFX systems are implemented and ready to be turned on if you desire. These technologies will let your game run even better with higher graphics settings.
Expect more news, playtest, and trailer in the upcoming weeks! We are now constantly present here on Steam forums, so should you have any questions, just let us know there or on our official Discord!
Best, Image Power
Source
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