40 pointsby getbutterfly7 hours ago11 comments
  • vivzkestrel3 hours ago
    - 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?

  • riidom5 hours ago
    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.

  • dwd4 hours ago
    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.

  • cjkaminski5 hours ago
    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.
  • avaer6 hours ago
    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?

  • Evidlo3 hours ago
    Why was this flagged? This is cool
  • cushan hour ago
    Can you drive on mobile?
  • teaearlgraycold6 hours ago
    Seems I can’t control it on mobile?
    • taneq6 hours ago
      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.

  • trinsic24 hours ago
    Failed to load TypeError
  • 6 hours ago
    undefined
  • peyloride6 hours ago
    Seems like a vibecoded not finished game.
    • Conscat5 hours ago
      I was able to upload hacky unpolished amateur game demos long before LLMs existed.
      • p-e-w5 hours ago
        Sure, but it’s easier to slander someone with unfalsifiable accusations of “vibecoding” than to engage with their work on any substantial level.
    • anigbrowl5 hours ago
      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.