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A chill driving game with procedurally generate scenic landscapes

slowroads.io

191–200 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#191
post #180

Can you add a URL option so it goes straight into self driving mode, without any need to click anything?

Yes, and I'll be adding query params for for all other config options too

Excellent! I noticed some beautiful scenes on your twitter feed, it would be nice if I could pass the seed in the URL to just jump in (if that's how that works).

Well done!

Re: A chill driving game with procedurally generate scenic landscapes

#192
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,…

Oh wow. I found speedhaste demo via one of the many computer magazines that started flourishing in/around 98/99. Played it quite a lot and loved it. The music, the physics, the graphics, was so good. I still remember the music & the transmission select voice when you start a race. Fantastic stuff, thank you

Re: A chill driving game with procedurally generate scenic landscapes

#195

It looks great, but I can't stand the wasd controls. Please let me control steering with one hand (e.g. z-x or a-s) and acceleration/braking with the other (e.g. k-m). Supporting the gamepad API would be ideal.

You can also use the arrows, so may be a combination of arrows / wasd will suit you ?

Re: A chill driving game with procedurally generate scenic landscapes

#196
"Critical Error

Apologies - please click below to continue with a different generation seed. Your distance progress will carry over.

This error has been recorded for investigation."

Well, I guess that's what you get from leaving the road and continue driving through the hills.

Sorry to broke it, I was enjoying driving those hills and was impressed to not hit a "border" of the world. I thought it would happen sooner to be honest.

Re: A chill driving game with procedurally generate scenic landscapes

#197
post #19

Neat, this is my project - thanks for sharing! For anyone interested, I have a brief overview post up on Medium while I work on a deeper technical write-up: https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40

This would be great for spin cycles and exercise bikes. many bikes now come with BLE controllers that transmit speed and cadence information that could be used for speed controls. The directional controls can be emulated by a keyboard emulator (arduino based) etc.

Re: A chill driving game with procedurally generate scenic landscapes

#198
post #158

Earlier quoted context omitted.

I have a keyboard steering related question. I like key control, but I do find the on/off nature of keyboard turning to be lacking. First let's move WASD over to the right by one key, so ESDF. S and F would now turn slightly. Now let's add A and G and assign those to more extreme turning. Is there any driving game which has done this, or at least has some sort of configurable system where it could be tried? I assume…

> but I do find the on/off nature of keyboard turning to be lacking. This may interest you: https://aimpad.com/ > Aimpad® patented technology adds full analog movement control to the traditional WASD keyboard layout

Does this require software at all?

Re: A chill driving game with procedurally generate scenic landscapes

#200
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,…

Speed haste, I remember that game maybe on a Twlight CD or an alternative? I played this game a lot when I visiting my grandpa and grandma.

Good memories and a fun game, you also had that flight game, but I don't remember the name.

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