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A chill driving game with procedurally generate scenic landscapes

slowroads.io

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Re: A chill driving game with procedurally generate scenic landscapes

#5
Wow, I didn't expect I will like this as much as I did. This is a really neat idea and could probably be turned into an actual product. If the author added some more content (like some landmarks sprinkled on the landscape every now and then, possibly some varied terrain eg. bridges over rivers, cities/villages, windmills, dams, maybe some simple wildlife, etc.) and released it on PS4/PS5 for few bucks I can imagine it could sell pretty well.

Edit: Seems there's actually a way to support the developer on Ko-Fi: https://ko-fi.com/slowroads

Edit 2: Also props for good optimisation, it runs flawlessly on my M1 Macbook even on the highest setting.

Re: A chill driving game with procedurally generate scenic landscapes

#6
I wish the autodrive had a defensive driving option. As it is, it goes at 120 kmph on these windy roads and takes over the entire available space including the opposing lane. Wish you could limit the speed for a more relaxed cruise

This is very lovely and really relaxing (aside from the crazy speeds the autodrive goes at haha). Kudos to the creator! Btw if you haven't tried the numerous options to change weather, time of day, vehicle and even planet, go for it! There's a surprising amount of options

OH! I'm just finding out that there's a lock that's next to the speedometer that limits how fast the car goes! Damn this is so neat!

Re: A chill driving game with procedurally generate scenic landscapes

#7
post #5

Wow, I didn't expect I will like this as much as I did. This is a really neat idea and could probably be turned into an actual product. If the author added some more content (like some landmarks sprinkled on the landscape every now and then, possibly some varied terrain eg. bridges over rivers, cities/villages, windmills, dams, maybe some simple wildlife, etc.) and released it on PS4/PS5 for few bucks I can imagine i…

It actually does generate bridges over bodies of water. If the road goes over a lake/river, it creates a simple bridge over it. I'm not sure if there are other bridge types

I'm not sure I want cities but I agree with adding a few villages and landmarks

Re: A chill driving game with procedurally generate scenic landscapes

#8
post #5

Wow, I didn't expect I will like this as much as I did. This is a really neat idea and could probably be turned into an actual product. If the author added some more content (like some landmarks sprinkled on the landscape every now and then, possibly some varied terrain eg. bridges over rivers, cities/villages, windmills, dams, maybe some simple wildlife, etc.) and released it on PS4/PS5 for few bucks I can imagine i…

It actually does generate bridges over bodies of water. If the road goes over a lake/river, it creates a simple bridge over it. I'm not sure if there are other bridge types I'm not sure I want cities but I agree with adding a few villages and landmarks

Yeah cities might be overkill, but small villages you can just pass through would add in to the chill atmosphere of driving the countryside.

Re: A chill driving game with procedurally generate scenic landscapes

#10
This would be great for Rally racing games, since it's all about reacting to unknown terrain.

Also, it would be better if mouse steering is damping impulse based, i.e. every frame the steering position exponentially decays, mouse position resets to center and the change is added as impulse on the steering position.

  sensitivity = max_ang / ( screenwidth/2 )
  decay_rate = 6.0

  frame(dt){
    dx = mouse.x - center_pos
    mouse.reset()
    steer_ang += dx*sensitivity
    steer_ang.clamp(-max_ang,max_ang)
    steer_ang *= exp(-decay_rate * dt)
  }
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