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A chill driving game with procedurally generate scenic landscapes

slowroads.io

131–140 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#133
post #102
post #21

Earlier quoted context omitted.

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?

Much appreciated! There isn't any reason it can't be freely available; it costs almost nothing to host. Development time is the true cost, so it's more a question of how much I'm able to add.

Re: A chill driving game with procedurally generate scenic landscapes

#135
post #134

Very nice creation ! But sad that AZERTY keyboards are often forgotten in mini games. The game is not really playable outside QWERTY keyboards. (Arrow keys would be a good alternative too)

I had the same concern, but it turns out the arrow keys already work! They're just not mentioned.

Re: A chill driving game with procedurally generate scenic landscapes

#136
post #125

Earlier quoted context omitted.

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" =)

Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about taking the scenic route - back roads like these tend to have some of the highest speed limits, at least in the UK.

i found the bus averaging 80km/h pretty realistic. what felt wrong was the acceleration. it would go to max speed on a straight road even if there was a curve just a few hundred meters ahead. perhaps reducing the acceleration when autodrive is on will help.

maybe you can add a self learning component. every time the vehicle bumps the barrier, it was going/accelerating to fast.

Re: A chill driving game with procedurally generate scenic landscapes

#137
post #134

Very nice creation ! But sad that AZERTY keyboards are often forgotten in mini games. The game is not really playable outside QWERTY keyboards. (Arrow keys would be a good alternative too)

Rookie error on my part, apologies - I was needlessly agonising over having to make string comparisons in my input controller. This week I'll be refactoring it to use a map, and be adding some UI for remapping.

Re: A chill driving game with procedurally generate scenic landscapes

#138

I really enjoyed these settings: - Autopilot on - Using the motor bike - Setting roads to "casual" - Season to summer - Cycle timer of 3 minutes - Setting cruise control to max 120 - Hitting "c" until you get complete first person view - View distance: Ultra - Detail: Ultra Very cool experience, sort of put me in a trance a bit.. and I can't quite put my finger on why!

I did the same type of thing with the moon but I had to cycle the camera views a bit until I was comfortable.

Re: A chill driving game with procedurally generate scenic landscapes

#139
post #20
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…

Thanks! I'll give that a go and at least add it as an optional alternative, if not the default :)

Any chance for joystick controls?
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