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A chill driving game with procedurally generate scenic landscapes

slowroads.io

111–120 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#111

Man, I wanted something like this when I was a kid. (I liked it as an adult too, but I immediately drove off the road deliberately… just like I would have when I was 12)

Around 2000 when I was 11, there was a language called Darkbasic that had a 3d cave runner demo with a procedurally generated track. I made it faster and played it.

http://vplanet.petesqbsite.com/arch128.shtml

Re: A chill driving game with procedurally generate scenic landscapes

#112
post #16

Great idea, but landscape is not very realistic, I'm driving next to sea or huge lake going uphill, then driving further away from sea, all the time going uphill and after some time I'm back at coast at same elevation where I started while going all the time uphill and NEVER going downhill. Also why is autodrive driving in the middle of the road and not in the correct lane?

When driving down country roads in the UK, it's normal to drive in the middle of the road - or entirely on the other side of the road, briefly, if:

  * You have a clear view of the road ahead
  * You're wanting to drive fairly quickly, which is when this road positioning can help

Re: A chill driving game with procedurally generate scenic landscapes

#113
This is really cool! Thank you for making/posting this. I played around with it for about half an hour to 45 minutes or so. I did manage to break it two or three times but I can't reproduce it reliably yet. I'll provide a proper bug report if I can figure out the exact conditions, but mostly if you go off road and get to the top of a big enough hill and then accelerate down the hill as quickly as you can and crash into a barrier you can sometimes flip yourself over it. When you do, you are no longer tethered to the ground and, instead, kind of hover above it and the road. Sometimes you can slip through the ground and the water, and all other barriers become passable.

https://i.imgur.com/YDyJa5g.png

(edit: It might be related to hitting slightly awkward terrain?)

(edit 2: Got it on video, though my commentary didn't get recorded for some reason) https://www.youtube.com/watch?v=f7U-qS7P2tI

Re: A chill driving game with procedurally generate scenic landscapes

#114

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

That's ~130km/h for those on the other side of the world... which is a normal average speed on the Autobahn.

Re: A chill driving game with procedurally generate scenic landscapes

#115

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

That's ~130km/h for those on the other side of the world... which is a normal average speed on the Autobahn.

[deleted]

Re: A chill driving game with procedurally generate scenic landscapes

#117

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…

I think it's because there are only full left and right and no slight turn of wheel like we do 99.9% of time in real driving.

Re: A chill driving game with procedurally generate scenic landscapes

#118

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

That's ~130km/h for those on the other side of the world... which is a normal average speed on the Autobahn.

Is the Autobahn windy?

Re: A chill driving game with procedurally generate scenic landscapes

#119
post #69

Earlier quoted context omitted.

There is a cruise control option to the lower right. You can choose a slower speed

Sure, but if the title of the site is "slow roads" and it's billed as "slow and chill", then careening down a road with half your car in the oncoming traffic lane at 80 miles an hour by default is not a good default. It's a bit like a "ambient study music" site that plays darkstep with flashing lights when you press "just play me something to study to" =)

[deleted]

Re: A chill driving game with procedurally generate scenic landscapes

#120
That's very well done. I was pretty happy about turning my Camaro into a Jeep and being able to go off-road for miles before finally running out of map.

The fall and winter modes are especially evocative. Winter with fog or winter with night reminded me so much of driving in Utah.

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