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Hard Road – A beautiful procedural post-apocalyptic game

hardroad.xyz

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Re: Hard Road – A beautiful procedural post-apocalyptic game

#11
post #3

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?

The landscape, I assume.

Re: Hard Road – A beautiful procedural post-apocalyptic game

#12

Seems 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 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

#14
Nicely done.

Going 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

#16
- stupid question: how do you go about building something like this from scratch

- 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

#18

Seems 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…

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.

Re: Hard Road – A beautiful procedural post-apocalyptic game

#19
post #18

Earlier 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.

They irk me too, and yet I see lone car wheels and other debris quite frequently in the real world.
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