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A chill driving game with procedurally generate scenic landscapes

slowroads.io

51–60 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#52
post #24

Adding a distance-dependent blue tint would increase realism a lot.

There is a nice way to set fog to be two-tone - I'll play with that and see what I get. The default Summer mode has quite a distant fog, but the morning/evening weathers are a little mistier.

[deleted]

Re: A chill driving game with procedurally generate scenic landscapes

#53
post #48
post #47

Earlier quoted context omitted.

Interesting that they generated terrain first and then tried to fit the road onto it (with the headaches involved, like getting stuck on peninsulas) and not generated road first and then surrounded it by terrain!

I figured that was the best way to get organic-feeling roads stitched seamlessly into a far-spanning environment. I also didn't recognise at the time just how hard it would be, but I still think it was the right choice.

You are probably right! The results are stunning.

Re: A chill driving game with procedurally generate scenic landscapes

#55
post #24

Adding a distance-dependent blue tint would increase realism a lot.

There is a nice way to set fog to be two-tone - I'll play with that and see what I get. The default Summer mode has quite a distant fog, but the morning/evening weathers are a little mistier.

I don't mean fog, I mean just the fact that air is blue, so things get smoothly bluer with distance (or rather, more sky-colored). Check out any mountain landscape, nearby trees are green and distant ones are blue: https://live.staticflickr.com/1009/531101849_a7d297e0cc_b.jp...

Re: A chill driving game with procedurally generate scenic landscapes

#56
Nice! Loved driving around and trying to break the physics.

At first I was disappointed you couldn't leave the road until I found you just needed to use more speed + boost. After that I spent all the time driving off-road.

I drove backwards at the start and clipped into some geometry, causing the car to gain a ton of vertical velocity and fly high into the air up to the clouds! When it dropped back down it bounced around a lot. Found you could reproduce this by finding where the road surface was clipped and gain some speed before entering it.

This made me think: You should add some planes!

Had a great time exploring.

Re: A chill driving game with procedurally generate scenic landscapes

#58

This is really soothing and nice! The endless explorable landscape is what I wished games could be like when I was a kid. Any way you could offer an alternative to WASD controls for those of us who aren't using standard keyboards?

Looks like you can use the arrow keys too.

Re: A chill driving game with procedurally generate scenic landscapes

#59
post #54

The only correct play is to drive forward a few hundred yards, do a u-turn and drive back past where you started. Very entertaining. Especially when you fall off into the ocean and earn an achievement.

I turned right, drove up the hill in the woods, down to a lake, kept going on the bottom of the lake and arrived to The Edge. Nices views from the top of the hills.

Re: A chill driving game with procedurally generate scenic landscapes

#60

Really neat! My only complaint is that the handling is very sluggish. Also it might be nice to have a first-person vew, maybe the camera view contributes to the sluggish feeling. I love the procedurally-generated landscapes. It really captures the feeling of driving on unfamiliar roads. I'm curious how the physics works. Is this using raycast wheels? A couple of years ago I made a racing game for Oculus Quest using G…

The first bit I landed on looked exactly like the roads around where I grew up...
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