What's procedural? The meshes? Textures? I'm impressed that I wasn't able to drive into a void, a lot of times I see things like this and it's a single generation pass that ends after 2 minutes of walking. Is it infinitely generating in chunks? Also what is the goal of the game? Is it a driving simulator, like ETS?
Hard Road – A beautiful procedural post-apocalyptic game
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Re: Hard Road – A beautiful procedural post-apocalyptic game
#12Seems like a vibecoded not finished game.
I don't care that it's vibe-coded, the author has clearly invested time and effort in tuning the feel and controls, as well as getting a natural feel for the procedural landscape which makes up for the low-poly visual. The driving experience felt much better than most other games I've played, where steering and acceleration involve distracting levels of over-correction.
Re: Hard Road – A beautiful procedural post-apocalyptic game
#13Re: Hard Road – A beautiful procedural post-apocalyptic game
#14Going offroad I discovered some nice physics like hitting a small rock at speed and it bouncing along beside me for a few seconds, or nearly getting stuck on the lip of something resembling a volcano.
Only suggestion would be somehow making finding the way back to the road easier when you get the other side of a block like a mountain range.
Re: Hard Road – A beautiful procedural post-apocalyptic game
#15Re: Hard Road – A beautiful procedural post-apocalyptic game
#16- what are the processes involved
- what skillset / knowledge is actually required
- which libraries or game engines are needed for making this kinda stuff
- how long does it take?
Re: Hard Road – A beautiful procedural post-apocalyptic game
#17Re: Hard Road – A beautiful procedural post-apocalyptic game
#18Seems like a vibecoded not finished game.
I liked it a lot as an engine. Game-wise the first things I'd add would be car/tire damage, fuel use, and scattering replacement parts nearby. Perhaps off-road tire tracks could sometimes lead to wortwhile loot, but often into danger. Since it's post-apocalyptic, a geiger counter or wild-animals seem like natural extensions. I don't care that it's vibe-coded, the author has clearly invested time and effort in tuning…
Re: Hard Road – A beautiful procedural post-apocalyptic game
#19Earlier quoted context omitted.
I liked it a lot as an engine. Game-wise the first things I'd add would be car/tire damage, fuel use, and scattering replacement parts nearby. Perhaps off-road tire tracks could sometimes lead to wortwhile loot, but often into danger. Since it's post-apocalyptic, a geiger counter or wild-animals seem like natural extensions. I don't care that it's vibe-coded, the author has clearly invested time and effort in tuning…
Randomly scattered parts or other valuables always irk me. Better let the player find a ruin, or a wreck (if we're talking tire tracks) where parts can be salvaged - it makes more sense to find stuff in such places.