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.
A chill driving game with procedurally generate scenic landscapes
121–130 of 202 posts
Re: A chill driving game with procedurally generate scenic landscapes
#122A 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
Re: A chill driving game with procedurally generate scenic landscapes
#123This 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 in…
Re: A chill driving game with procedurally generate scenic landscapes
#124Re: A chill driving game with procedurally generate scenic landscapes
#125Earlier 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" =)
Re: A chill driving game with procedurally generate scenic landscapes
#126This 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
#127This 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 in…
Thanks for the kind words! That screenshot looks like the tail-end of the road - the world despawns behind you as you drive, leaving behind this weird-looking trench. That isn't a bug, but it definitely looks like one - the plan is to add a little achievement for driving back that far, so that people will know it's expected behaviour. Don't worry about replicating bugs, or finding exact coordinates; I've been seeing…
Re: A chill driving game with procedurally generate scenic landscapes
#128This 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
#129for the last 5 years or so, its been this game for me: http://uploads.ungrounded.net/alternate/1099000/1099839_alte...
you can see its very similar vibe to yours.
in case you shut down the site, is there a way i can download this for personal use so i can host it on my own servers (in the event you take it down)? thanks for making and sharing!
Re: A chill driving game with procedurally generate scenic landscapes
#130Nice, looking great. Roadster feels like a super heavy electric car though :D Controller support would be great. Or I wonder if there is already some way to map the controller inputs? Browser extension maybe
I've heard it's mappable on a steam deck, but I don't know about others. Controller support is one of the most-requested features, so I'll be trying to work on it this coming week. Thanks!