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Hop.earth – OpenStreetMap based car racing game

hop.earth

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Re: Hop.earth – OpenStreetMap based car racing game

#32
post #30

It’s very easy to vibe code cool three.js OSM things. Here’s a little N64 style cozy flight sim I’m working on: https://seattle64.benjasmin.chatgpt.site/

Nice! I flew by my childhood home a few times. My request would be to let it fly slower. I wanted to look around but passed by everything too quickly.

Thanks! You can hold Ctrl on desktop to fly slower, will add speed controls for mobile.

Also working on a photo mode :)

Re: Hop.earth – OpenStreetMap based car racing game

#34

I’ve seen a few attempts at making procedural racing games based on street map data from Google Maps and other sources [1] [2], but because the maps are often imprecise from a collision standpoint, the results can tend to be pretty janky. Unfortunately I can't really give any meaningful feedback on this game because every time I try to start a race, it just shows a character parachuting down... [1] - https://github.c…

I think doing this type of work makes you really respect the game devs that pioneered the genre. a lot of little things matter in terms of making it feel right, whether you're going for realistic or more arcade like.

for my version I leaned arcade: during the race you can jump higher, it gives in game direction hints, and the whole track has a ribbon on it so it's obvious where to go. however, every hour the track changes to a different stretch of Philly roads and it can definitely highlight your point.

The art direction and sense of scale are important, and successful games seem to be quite good at tricking you into thinking the visual scope is bigger than it is, while the smaller/tighter areas are easier to navigate in-game. The real world is surprisingly huge.

(I don't want to spam my game but you can find it in my recent comment history)

Re: Hop.earth – OpenStreetMap based car racing game

#35
I teleported to a place where I've never been and discovered that I was falling from the sky with a parachute -- from the darkness, and into more darkness. Looking around, I could see others below.

The parachute then disappeared without any drama and I was not falling.

I tried to walk up to some other players, but when I reached one of them I fell below the surface they were standing on.

A note at the bottom of the screen appeared for a moment suggesting that that pressing F would enter car mode some such thing, so I pressed F and a little bell sounded, while the scroller indicated that I'd used the Primary Action.

But I kept trying as I walked through the vast darkness. Ahead, way up there, it appeared that there was something like a road with some other players near it; a few were standing around and some were walking seemingly aimlessly.

As I walked towards the road, my elevation seemed to be increasing -- like I was atop of some invisible ramp.

Eventually, I snapped up to the top surface of the road. For just one instant I was eye-to-eye with another player.

And then I heard a man scream as the world turned grey. I soon recognized that this was my death.

A strange game. The only way to win is not to play.

Re: Hop.earth – OpenStreetMap based car racing game

#36
post #35

I teleported to a place where I've never been and discovered that I was falling from the sky with a parachute -- from the darkness, and into more darkness. Looking around, I could see others below. The parachute then disappeared without any drama and I was not falling. I tried to walk up to some other players, but when I reached one of them I fell below the surface they were standing on. A note at the bottom of the s…

So that's either Hotel California by The Eagles, or that time when I tried Second Life and got stuck between the wall and the spiral staircase in the training level. I'm probably still there. Strange indeed.

Re: Hop.earth – OpenStreetMap based car racing game

#37

I’ve seen a few attempts at making procedural racing games based on street map data from Google Maps and other sources [1] [2], but because the maps are often imprecise from a collision standpoint, the results can tend to be pretty janky. Unfortunately I can't really give any meaningful feedback on this game because every time I try to start a race, it just shows a character parachuting down... [1] - https://github.c…

I think doing this type of work makes you really respect the game devs that pioneered the genre. a lot of little things matter in terms of making it feel right, whether you're going for realistic or more arcade like. for my version I leaned arcade: during the race you can jump higher, it gives in game direction hints, and the whole track has a ribbon on it so it's obvious where to go. however, every hour the track ch…

I would like for you to spam your game.

Re: Hop.earth – OpenStreetMap based car racing game

#38

I’ve seen a few attempts at making procedural racing games based on street map data from Google Maps and other sources [1] [2], but because the maps are often imprecise from a collision standpoint, the results can tend to be pretty janky. Unfortunately I can't really give any meaningful feedback on this game because every time I try to start a race, it just shows a character parachuting down... [1] - https://github.c…

I love this. Just cancelled a trip to Austria. At least I can drive the K pass now. Going off road, rolling and then carrying on is a really nice touch. It has RV There Yet vibes.

Re: Hop.earth – OpenStreetMap based car racing game

#39
post #35

I teleported to a place where I've never been and discovered that I was falling from the sky with a parachute -- from the darkness, and into more darkness. Looking around, I could see others below. The parachute then disappeared without any drama and I was not falling. I tried to walk up to some other players, but when I reached one of them I fell below the surface they were standing on. A note at the bottom of the s…

Such a beautiful and accurate description of the experience. Thank you.
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