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A chill driving game with procedurally generate scenic landscapes

slowroads.io

101–110 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#101
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

I'm pretty sure the tracks in Dirt 4 were procedurally generated. This made them feel extremely generic and bland compared to the hand modelled tracks in the sibling-series Dirt Rally.

Re: A chill driving game with procedurally generate scenic landscapes

#102
post #21
post #18

Earlier quoted context omitted.

If we're putting in requests, my two would be a forest setting (would allow the Autumn option to be more colorful - particularly with some Aspen) and a Mountain/steep valley option. And yes, please advise when it's available for sale :-)

The next location I add may well be a denser forest in the mountains - I'm picturing tunnels, fog, and snow at higher elevations. I don't plan to sell it, but you can follow my twitter for updates. I'd like to keep it freely available if I can :) https://twitter.com/anslogen

Made a KoFi contribution. Perhaps one of your "goals" can be to hit a level where you can keep it freely available?

Re: A chill driving game with procedurally generate scenic landscapes

#103

This is a really minor detail, but — how long are the lane dashes? It looks like they're 50% white, 50% space, but in real life they are actually a lot longer and spaced a lot farther apart than most people think. A tiny detail to consider if you're going for realism. Examples: https://www.google.com/maps/@37.9700533,-121.9225333,59a,35y... https://www.google.com/maps/@37.9700286,-121.9224894,3a,60y,...

A typical single lane road in the UK under national speed limits (60mph) have dashes that look like these - if not opposite (longer lines with shorter gaps)

Based on some other road details, like the barriers, bollards and road signs, I'd say it was modelled fairly realistically on UK roads.

https://maps.app.goo.gl/r2ZfKdv9eVUPm4H89

Re: A chill driving game with procedurally generate scenic landscapes

#105

A small note: 80 miles an hour on windy roads, driving in the middle of the road, is not slow and chill. That's "I want to die" fast and reckless... maybe have two autodrive settings. "slow and chill" going appropriate speeds and driving correctly (left/right toggle?) and "landscape zoomies" or something for what it currently does. Right now auto pilot is literally stress inducing =D

even autodrive managed to crash into hill on the side of the road on me, hah.

Re: A chill driving game with procedurally generate scenic landscapes

#106
I think this would be way better if it could work with only the mouse. LMB/RMB for brake/accelerator and moving mouse left/right for proportional steering with steering position visual feedback.

I've always also preferred the more immersive inside-out view where the view rotates directly with direction of motion rather than the overhead/behind view.

Re: A chill driving game with procedurally generate scenic landscapes

#107
post #95

I appreciate the player is rewarded for going offroad. That was fun. :) I noticed as I approached the edge that large square tiles started to show up (the terrain was still contiguous until I go all the way to the edge, but it divided into uniform-sized squares by increasingly-high dirt walls with no collision detection). I wonder what caused that?

Reaching the edge of the world produced varying results: - "The edge. What did you expect?" - Going off the edge and seeing the terrain from off the edge. - A crash.

No post body was provided.

Re: A chill driving game with procedurally generate scenic landscapes

#108

I think this would be way better if it could work with only the mouse. LMB/RMB for brake/accelerator and moving mouse left/right for proportional steering with steering position visual feedback. I've always also preferred the more immersive inside-out view where the view rotates directly with direction of motion rather than the overhead/behind view.

Press C for inside out view. Bottom right has some settings for mouse steering.

Re: A chill driving game with procedurally generate scenic landscapes

#109
post #108

I think this would be way better if it could work with only the mouse. LMB/RMB for brake/accelerator and moving mouse left/right for proportional steering with steering position visual feedback. I've always also preferred the more immersive inside-out view where the view rotates directly with direction of motion rather than the overhead/behind view.

Press C for inside out view. Bottom right has some settings for mouse steering.

Nice.
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