A chill driving game with procedurally generate scenic landscapes
171–180 of 202 posts
Re: A chill driving game with procedurally generate scenic landscapes
#172The sounds are especially nice.
On physics side, the car will really stick to the ground, even when jumping beyond a hill.
Also, where are the horse/dragon versions? :D
Re: A chill driving game with procedurally generate scenic landscapes
#173Earlier 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 assume that's because there are some roads still left where they're trusting drivers' common sense to not try to drive as fast as they're theoretically allowed to.
Re: A chill driving game with procedurally generate scenic landscapes
#174Re: A chill driving game with procedurally generate scenic landscapes
#175If anyone is looking for this but as a more complete game, check out art of rally: https://artofrally.com/
Re: A chill driving game with procedurally generate scenic landscapes
#176Nice and funny. Adding more details in grasses would make it awesome. The sounds are especially nice. On physics side, the car will really stick to the ground, even when jumping beyond a hill. Also, where are the horse/dragon versions? :D
I've got some airtime on the Moon map.
Re: A chill driving game with procedurally generate scenic landscapes
#177Earlier quoted context omitted.
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.
Here in Canada 80kph is the maximum for back roads, but when it's twisty by nature, or it's straight with a few turns but has a cliff to one side, that road is a 60kph road. Add most of the time anything S-bend or hard turns will be on a 40kph advisory. No going 115+ in a blind corner over a road that will launch you off the side of a mountain if you steer poorly =D
This also makes for an excellent emergency budget fill-ups at the end of the quarter - just set a photoradar in the 50 zone where everyone everyday go 80 and, voila, - no deficit.
Re: A chill driving game with procedurally generate scenic landscapes
#178A 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
#179Re: A chill driving game with procedurally generate scenic landscapes
#180Can you add a URL option so it goes straight into self driving mode, without any need to click anything?