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Full Global Rescue update
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What changed
- Maps
- Gameplay
- Server
Global Rescue changes
In order to be able to play anywhere in the world, the game worlds in Global Rescue are procedurally generated using map data. One of the most common pieces of feedback we received was that more detail was desired, so we completely reworked the generation process and added many details and improvements. Today, we would like to show you what has been happening over the last few months.
We no longer use a single source for map data, but combine data from over 5 different sources in order to use the best freely available data currently available in all locations. This gives us a total of almost 2TB of data for the entire world. But don't worry, we have organised and structured the data well. When you start a new game in your home town, only the data required for your game world is downloaded.
We are using Berlin in Germany to demonstrate the new features. Our map system is dynamically structured, allowing us to easily exchange textures and objects for other countries.
Buildings
A lot has changed in the buildings to achieve a higher level of detail:
Dormer windows and balconies have been added.
Gabled roofs have been added as a new roof shape, which is particularly beneficial for terraced houses.
Roofs protrude slightly beyond the walls, so they no longer look like simple blocks.
Depth effect has been added for windows and doors.
Modular texture system, which will allow us to easily add significantly more different window, door and wall textures in the future.
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Roads and intersections
We have completely redesigned the road system and added countless details, so that the new version is no longer comparable to the demo version. All new features are generated as realistically as possible using real map data:
Correct number of lanes
At intersections, turning lanes are marked on the ground in a realistic manner and are also used by traffic
Pavements added
Street lights added
One-way streets added
Roundabouts are now used correctly
Traffic signs for speed limits and one-way streets added
Parked cars added to the roadside
Street corners are now rounded
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Parking spaces and construction sites
Parking spaces are now generated dynamically. In the demo, streets were displayed in a parking grid instead of parking spaces. In addition, details such as cranes and construction debris are now displayed on construction sites.
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Bridges over water
Bridges are now generated over water so that roads no longer float above the water.
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Pointless roads
In the demo version, the road network had many pointless roads that led nowhere. We have now removed these and ensured that only roads that actually exist and are used are displayed. The tracks that do not exist in real life have also been removed.
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Miscellaneous
These many new details also create a much more coherent picture in the overall view. In addition to the points mentioned, we have added the following:
Lighting and post-processing revised
Traffic volume now depends on the time of day and size of the city
Wind turbines added
Cemeteries added
Some small objects such as rubbish bins, telephone boxes, parcel stations, etc. are now displayed
Various car colours
Train Platforms added
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Fun Fact
It has been a long journey to get to today's game world. We have been working on the procedural generation of the game world for about two years now. It all started with the 2D map from City Bus Manager, our most successful game to date.
We have selected a few old images from the development process to show you how it has progressed. Here you can see the evolution from the early stages of the map, which CBM fans among you will surely recognise, to its current state.
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We hope that the new game world meets your expectations. If you have any feedback, please let us know in the comments :)
Niklas
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