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In Production

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5/5/08
As evident by the lack of site update, the last four months has
seen a reduced amount of time devoted to developing SmokeJumpers
due to personal reasons. However, work did progress but at a much
slower pace. A little over a week ago time devoted to SmokeJumpers
has increased and should get better as we go forward. Progress has been
made on scoring & displaying the results of finishing a wildfire assignment.
More work on refining and tweaking the scoring is yet to be done as well as
improving wildfire responses to firelines. In the screenshots section are some
new pictures of this progress.
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1/31/08
Good progress has been made in fixing bugs and correcting AI logic flaws. Enough progress I thought to do some work on the Wildfire Assignment Results window. As can be seen in the two screen shots of window examples below, the results are delivered through a TV field journalist reporting on the wildfire status. This will interject a human element as to what affects a wildfire has and the extraordinary efforts of fire fighters. The window includes a See Score button for the player to see a break down of the score for that particular assignment. The score break down window is yet to come.
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12/30/07
The AI for the wildfires behavior is the key to the game play for SmokeJumpers. How fast the wilfires move, how intense the different elements of fire are, which direction they will move and whether they will be stopped by handlines built by the smoke jumpers, by fire breaks made by aerial drops or by roads & creeks are all determined by the AI. So, it's very important for making the game play challenging and fun for the player. It's taking me longer to code the AI than I expected because it's more complexed than I had envisioned. But, I'm almost there and once it's developed it will drive most of the wildfire assignment portions of the game. When I get it completed enough to make the game play work, then I will move on to coding the determining if the smoke jumpers have completed the assignment and scoring it to award team & individual experience, leadership and public relations points. Though coding of the AI is very important to the game, it's not very interesting to report on.
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12/20/07
Added a new section for Videos. The first video
is titled Wildfire Assignment Game Play video.
It begins on the wildfire assignment screen and goes
to the wildfire location showing construction of
handlines, some User Interface features and an
aerial retardant drop. To see video click on
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Progress in the month of November was slow and undramatic. The
time has been spent refining, cleaning and debugging code for the
features at a wildfire scene that had already been added. More work
on the code is needed as well as some work on the User Interface. In the
game section below is a screenshot of a retardant drop which has been added.
12/1/07
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The focus in October was on local support that becomes available
to the player such as fire engines and water drops by helicopters and
fixed wing tankers. In Level One the local support is not available
at the beginning of a wildfire assignment but depending upon the
assignment may become available after a delay. See screen shots below
of this new features.
10/30/07
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Good progress was made in September. The wildfire's behavior AI
and the building & display of fire lines coding is in; as well as the
coding for determining if the fire lines will stop the wildfire's progress.
Also, the new User Interface has been added (see screen shots below).
A weather window display current wind speed, wind direction and
humidity. The weather window can be toggle with a tile information
window. By holding down the Control button while right clicking
on a grid tile the terrain & fuel info is displayed. If there's a structure
in the tile, that is displayed and if there are fires in the tile that information
is displayed. 10/2/07
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Good progress on Smoke
Jumper's AI and behavior building fire lines. Player
able to select location & configuration of fire line to build.
Smoke Jumpers move to selected spot and build the fire lines.
Fire lines are containing the the wild fires. Still more work to do in
this area, but it's progressing nicely. See screen shots below of a
sequence of fire line construction. 8/30/07 ********* Visual progress has been
slow this month due to much time being spent on scripting
Smoke Jumpers' AI and behavior which produces many lines of
code but not much to show. No new screen shots this month.
Hopefully more to show next month. 7/31/07 ********* The Smoke Jumpers have
parachuted into the wildfire location and have moved to the wildfire.
Responding to the Player's direction they begin to build a fire line at the
Head of the fire, Left Flank or Right Flank of the fire. Next
up is to see if the wildfire progress is stopped by the fire line.
6/25/07 ************ Good progress made on
wildfire location scene User Interface. We have the smoke jumpers on the scene
and the wildfire on the scene now we only have to get them
together. 5/26/07 ******** Alpha demo delayed by
wildfire behavior/display development - demo to be ready soon.
4/26/07 *********
It's first of February and the Alpha demo is delayed with a new
target date of middle to the end of February. 2/1/07
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Playable level one of the Southwest campaign
targeted to be ready
by the end of January 2007
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SmokeJumpers takes a new graphic
presentation direction 11/20/06
Schedule has slipped a little but still progressing well 9/28/06
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Basic wildfire behavior done. 8/22/06
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SmokeJumpers pre-alpha production on schedule. 6/12/06
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VRON SOFTWARE Website goes live! 5/1/06
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Screenshots Update
7/16/08



1/31/08

12/1/07
Here's two types of fixed wing drops:

1030/07
When fire engine support becomes available its button is enabled and a short burst of a siren alerts the player
to its availability. The player clicks on the support button and then selects a structure the fire engine is to be
assigned. The second screen shot shows the fire engine enroute to the structure protection assignment.

In Level One both air support and fire engines are not available on the same wildfire assignment.
When helicopter support becomes available the player is alerted by a helicopte sound effect. The
player clicks on the support button and the cursor turns to a target selector. The player then locates
the location they want a drop and left clicks on the target. The helicopter then flies in and makes a drop.

Finally the fixed wing tanker
water drop increases the target coverage by one quad. The
player can toggle
between four different drop target cursor
configurations. Otherwise, it works the same as the
helicopter drop.


10/2/07
Here's the new tile info & weather windows:


8/30/07
On selecting a fire line type on the hand radio UI, the cursor changes to fire line shape, Player selects
location and smoke jumpers move to selected spot & build fire line. The Player then selects another
location for a joining fire line, and so on.


Voila!
When smoke
jumpers build this fire line, the wild
fires are contained. Of course, under certain circumstances,
wild
fires will jump over fire lines. That's still under
construction.
6/25/07
The squad of smoke jumpers move off to the wildfire.

Next they start building a hand line or fire break.

The fire line is built and time to move on to next task. Time will tell if the fire line will stop
the fire's progress or not.

5/26/07
First, we have an overview of the wildfire location map with the user interface on the left.

The Player selects one of three paths for the parachute jump run - starts the run and then initiates the jump cycle. Notice the three path selectors; on in the upper right, one at middle right and the third at lower left.

Next, the Player starts the jump run - and then initiates the jump

The Player can visually track the smoke jumpers' parachute jump and then a green flag marks the location of the landing. Also, this is used as a safe zone that smoke jumpers will rally after escaping a fast rushing fire.

Oops! At least one smoke jumper was injured during the parachute landing. Note the white flag with a red cross at landing location. The scroll down arrow to the right of the hand radio readout indicates more than one smoke jumper was injured.

Soon the actualy fighting of the wildfire will be developed and then the smoke jumpers can wrap and return to base.
Check back soon!
4/26/07
Developing the wildfire behavior and display on screen has taken longer than expected. SmokeJumpers is progressing nicely and my hope is soon to have an alpha demo of Level One ready. Attached are screenshots of wildfire patterns without any attempts to stop the wildfire advancement. Wildfire behavior is not just a random pattern. Wildfire behavior is affected by the environment, e.g. wind direction, wind speed, temperature and humidity. Also affecting the behavior is the fuel, e.g. type – grass only, brush, small trees, large trees or conifer; grade – fine, medium or coarse and fuel moisture. Last but not least, terrain – flat, up or down hill, up or down slope or up or down steep grade. These factors affect the wildfires movement direction & speed, the intensity of the wildfires and whether adjoining fuel will be ignited spreading the wildfire.


2/1/07
New Resource Management Screens




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"Wildfire Assignment Game Play Video"
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SmokeJumpers is based on the 3D Torque Game Engine from Garage Games. TGE is a modified version of a 3D computer game engine originally developed by Dynamix for FPS Tribes 2. Members of the Dynamix team left to create their own company, Garage Games. They bought from Vivendi Universal the Tribes 2 game engine and extensively modified it creating the Torque Game Engine
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Vron Software is a small game development company headquartered in Pasadena, California. Principal Developer Norv Brooks has been creating computer games for the last 20 years, working on projects for Avalon Hill (Advanced Civilization), Talonsoft, and Buena Vista Games/Disney Interactive. Before that Norv was creating boardgames, where in fact his current project, SmokeJumpers, had its origins.
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Questions or comments regarding SmokeJumpers can be sent to: Vronsoftware@dslextreme.com