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@embrgame
Woah, be careful! Never spray water on a grease fire! Try to find a way to smother the flames!
Jump into the weekend Respondrs!
Excellent Work! EMP grenades are an excellent way to deal with lightswitches in difficult to reach spots!
Time is of the essence when responding to large locations like Canal St. Rescue your clients quickly and head to the next call!
The barrel grinder is great for disposing dangerous explosive barrels! #madewithunity #embrgame #indiegame #indiedev #SteamGame
We've partnered with Curve Digital! With that we've brought a new hot trailer to the table, check it out!
Wishlist here ➤ http://store.steampowered.com/app/1062830/Embr/ Join our Discord ➤ http://discord.gg/embr
We made a new Imgur post on the design of the grappling hook. Feel free to check it out and upvote it. Hope you enjoy the post!
https://imgur.com/gallery/KQszXXj
Embr is a wacky firefighting simulator where you chop down doors, extinguish fires and save lives while working for a hyper-capitalist private firefighting company!
Read More & Play The Beta Demo, Free (Steam)
Thanks for the shoutout!
The demo is no longer available, but you can check out the Embr Alpha by joining our Discord at http://discord.gg/embr !
Flint is all fired up! 🔥🔥
Spread the love this Valentines day with Standard Issue Embr™ Grams! 🔥💕
Remember Respondrsâ„¢, always park in designated areas, and always pay for parking!
A bit over 2 years ago I started on a journey to make this co-op firefighting game, game jamming while stuck in 6 hr traffic. At the heart of the game are fire & water, two of the harder elements to tackle in game development.
While the game is still a work in progress to be more polished, varied, and zany, I thought it’d be interesting to share how water in the game has evolved so far - from graybox cubes to the splatters of today.
When I first started, all I needed to start testing was rotating some square particles to get the feeling of water across. Water and fire were really just different colored squares.
After learning about and creating particle systems for 1 week, I thought I was prepared to take on water. I was wrong. I spent the next two weeks, 14 hours a day, researching and testing solutions for water without making much headway. In the end, I just settled on a very similar solution to the first sample, using circles with a secondary particle fx. Sometimes, spending a lot of time doesn’t necessarily mean a lot of progress...
Circling back to water last month, I added extra particle feedback. The white foam at the end indicates whether the water is hitting or not, and where it is hitting. Hopefully this helps from the lack of depth perception that came with the blue cartoony shader.
I also added a bit of liquid smear to make the water more believable. The world now has a reflection tint to understand how moist the area is.
When I have more time, I definitely want to poke at improving the body of the water stream itself. So little time and so much to do!
If anyone has thoughts or feedback, please feel free to comment!
Thanks for checking out the post,
Matt