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A chill driving game with procedurally generate scenic landscapes

slowroads.io

81–90 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#81
post #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.r…

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

Indeed, eventually you know the tracks by heart, so much so that you don't need the pacing notes anymore. I'm surprised nobody thought of using procedural generation here.

It's not exactly true that you react to unknown terrain, though, because IRL there's reckons in order to make pace notes, and I suspect that rally races tend to happen more-or-less on the same roads.

PS: actually someone did think about using procgen for rally games: https://www.racedepartment.com/downloads/procedurally-genera...

Re: A chill driving game with procedurally generate scenic landscapes

#85
post #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.r…

I have a keyboard steering related question. I like key control, but I do find the on/off nature of keyboard turning to be lacking.

First let's move WASD over to the right by one key, so ESDF.

S and F would now turn slightly.

Now let's add A and G and assign those to more extreme turning.

Is there any driving game which has done this, or at least has some sort of configurable system where it could be tried? I assume it has to exist somewhere if it is at all usable.

Re: A chill driving game with procedurally generate scenic landscapes

#86
post #78

Kudos to the developer! I'm a huge fan of open world driving sims (Forza Horizon series) and find the endless roads (and the long races) a great way to unwind. Knowing the roads is one thing, but add in changing weather conditions and general road traffic, each corner can be different each time you go round. Certainly keeps me on my toes!

Driving off road works too! One thing I wish it had was a look around function so you could admire the scenery when not driving.

Re: A chill driving game with procedurally generate scenic landscapes

#87
post #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.r…

I have a keyboard steering related question. I like key control, but I do find the on/off nature of keyboard turning to be lacking. First let's move WASD over to the right by one key, so ESDF. S and F would now turn slightly. Now let's add A and G and assign those to more extreme turning. Is there any driving game which has done this, or at least has some sort of configurable system where it could be tried? I assume…

Interesting idea - I could try implementing this experimentally

Re: A chill driving game with procedurally generate scenic landscapes

#89
post #87

Earlier quoted context omitted.

I have a keyboard steering related question. I like key control, but I do find the on/off nature of keyboard turning to be lacking. First let's move WASD over to the right by one key, so ESDF. S and F would now turn slightly. Now let's add A and G and assign those to more extreme turning. Is there any driving game which has done this, or at least has some sort of configurable system where it could be tried? I assume…

Interesting idea - I could try implementing this experimentally

Or alternatively, have ijkl serve 75% weight and esdf serve 25% weight. Then you can achieve 100%, 75%, 50%, and 25% combinations using both hands.

    Left | Right | Total
   ------|-------|------
   +0.25 | +0.75 | +1.00
    0.00 | +0.75 | +0.75
   -0.25 | +0.75 | +0.50
   +0.25 |  0.00 | +0.25
    0.00 |  0.00 |  0.00
   -0.25 |  0.00 | -0.25
   +0.25 | -0.75 | -0.50
    0.00 | -0.75 | -0.75
   -0.25 | -0.75 | -1.00
(two ternary digits -> 3^2 = 9 combinations)

Re: A chill driving game with procedurally generate scenic landscapes

#90
post #22

Love it! If feel like you should lean into the landscapes, which are the biggest draw, by not penalizing driving off the road as much. Maybe dirt roads with some more floaty handling but not the speed penalty? Great work!

It isn't intentional, that's just the physics of low friction on steep slopes. But you're right, nearly everyone starts by immediately seeing how far off-road they can drive, so it wouldn't be a bad idea to better support that :)

Got me surprised when I realized it is a browser game. Driving off-road in Hills gives Just Cause 3 wingsuit over fields vibes.

Feedback, Off-World was incredibly laggy.

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