Live data from Hacker News

A chill driving game with procedurally generate scenic landscapes

slowroads.io

181–190 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#181

I love the cruise control and auto drive options. I don't find the default cruise speed very relaxing and appriciate being able to bump it down. A feature request that, if I were you, I would probably say no to: It would be cool to have URL flags to load with auto-drive on and cruise control at a certain level. I think it would be fun to easily share what I find relaxing about this. Also it would be a kinda cool defa…

Additionally, if you add the seed to the URL GET parameters, I can share this with my colleagues to compete who clocks more kms during a morning stand up.

For now there's ?seed=myseed&topo=[easy|normal|hard] but I'll be adding more in future!

Re: A chill driving game with procedurally generate scenic landscapes

#183
Took some finagling, but I made it off the road and onto the endless meadow. Really fun to slide around on and try to avoid the trees. Can't comment on the road driving, as I never spent more than a minute on it. I'm surprised you have an effect for driving underwater, too.

Re: A chill driving game with procedurally generate scenic landscapes

#186
post #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.

Thank you for caring for this :)

Re: A chill driving game with procedurally generate scenic landscapes

#189
post #152
post #76

Earlier quoted context omitted.

> maybe the camera view contributes to the sluggish feeling. Can confirm. I was physics lead on a console driving game, and we discovered to our surprise that the camera is a critical piece of making sure the physics actually feels like physics, and that it’s quite difficult to get the camera right. The camera can make real physics feel sluggish, cartoony, or just wrong, and a great camera can make fake physics feel…

> we discovered to our surprise that the camera is a critical piece of making sure the physics actually feels like physics This was my experience when I made Speed Haste, a 3D racing game back in 95. I spent a few nights banging my head against my car physics code, and being frustrated and tired, I switched to tuning camera code to clear my head. Voila! Car physics and handling felt completely different. As you say,…

Reminds me of watching an interview with a racing game dev who mentioned that humans interpret higher pitch engine sounds as higher speed.

Fascinating since we evolved with no cars or engine noise yet our brain is still making correlations around the audio inputs.

Re: A chill driving game with procedurally generate scenic landscapes

#190
post #152

Earlier quoted context omitted.

> we discovered to our surprise that the camera is a critical piece of making sure the physics actually feels like physics This was my experience when I made Speed Haste, a 3D racing game back in 95. I spent a few nights banging my head against my car physics code, and being frustrated and tired, I switched to tuning camera code to clear my head. Voila! Car physics and handling felt completely different. As you say,…

Reminds me of watching an interview with a racing game dev who mentioned that humans interpret higher pitch engine sounds as higher speed. Fascinating since we evolved with no cars or engine noise yet our brain is still making correlations around the audio inputs.

I wonder if there's some link to rate of footsteps? The step rate of an approaching/retreating human or animal would have been relevant to survival.
Post reply on HN