You should mention on the help screen that the scroll wheel lets you zoom into first person/ engine hood view. Before you do that, those should be fixed though: The front shield is black, not transparent, so I could use only engine hood view. This is a bit too "dynamic" though, in lack of a better term. When you drive upwards, the camera descends below the engine block and I see the front suspension. When driving downwards, I look in the sky and can't see the car at all, makes avoiding obstacles difficult.
For the roads: To make driving a bit more challenging, add obstacles close to the road, e.g. guard railings.
For the generation: Right now it feels like a very even distribution of item scattering. Defining some types of areas and how these get populated with scenery may give a sense of "overall structure".
As a fan of Slow Roads, I do like this approach! Climbingin the mountains and jumping down was kinda fun. Maybe add a second car that is faster?
Well I hope you sell a lot of plugins so you can keep working on this :) Bookmarked and looking forward to updates.
This demo makes a good first impression, but the lack of technical details makes this post feel more like an advertisement instead of a topic of discussion.
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?
Some suggestions, if I may:
You should mention on the help screen that the scroll wheel lets you zoom into first person/ engine hood view. Before you do that, those should be fixed though: The front shield is black, not transparent, so I could use only engine hood view. This is a bit too "dynamic" though, in lack of a better term. When you drive upwards, the camera descends below the engine block and I see the front suspension. When driving downwards, I look in the sky and can't see the car at all, makes avoiding obstacles difficult.
For the roads: To make driving a bit more challenging, add obstacles close to the road, e.g. guard railings.
For the generation: Right now it feels like a very even distribution of item scattering. Defining some types of areas and how these get populated with scenery may give a sense of "overall structure".
As a fan of Slow Roads, I do like this approach! Climbingin the mountains and jumping down was kinda fun. Maybe add a second car that is faster?
Well I hope you sell a lot of plugins so you can keep working on this :) Bookmarked and looking forward to updates.
This demo makes a good first impression, but the lack of technical details makes this post feel more like an advertisement instead of a topic of discussion.
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.
Seems I can’t control it on mobile?
Same (iOS), looks pretty though I guess?
Edit: The ‘Controls’ button takes you to a help screen which only mentions keys (eg. WASD) so I guess it’s keyboard only.
Seems like a vibecoded not finished game.
I was able to upload hacky unpolished amateur game demos long before LLMs existed.
Sure, but it’s easier to slander someone with unfalsifiable accusations of “vibecoding” than to engage with their work on any substantial level.