This game is a part procedural, part manually-placed points of interest, driving game set in a post-apocalyptic abandone winter-themed world. The visuals and atmosphere are similar to “The Long Dark”, “Drive Beyond Horizons” and “Hard Truck Apocalypse”.
The game is finished, but new features are coming on a weekly basis, some inivisble, engine-related, some highly visible, such as immersion features.
We have a day/night cycle, Northern Lights, planar reflections, IBL, and a story mode is coming soon.
For the smoke/snow trail behind the tires, I would suggest that you consider converting the square blocks to transparent Sprite smoke/cloud shapes. Ideally, that should not take a whole lot of effort and should fit better with the type of artwork you have created.
If you converted it to transparent gradients, than it would lose its charm.
If you wanted to add audience interactivity, you could have a competition to design the perfect wheel smoke/dust and snow effects.
My competition submission, is to have circles and squares.
Anyway, not before too long, AI will be improving each frame so we can now just keep it simple.
Thank you, but I like my square particles. I may update the colour and the size variation, but like @seanwasere said below, this is they game’s artistic view.
Hey there! First of all, this is a really impressive project. The atmosphere and the environment look amazing. I also enjoy making projects like this, so I wanted to share something that might be useful.
I remembered something I created a while ago with Claude—a car taillight with a halo sprite. It works without any post-processing, so it has virtually no performance impact.
I’m sharing the file in case you’d like to integrate it into your car’s taillights. I can already imagine how good your car would look with it !
I have now stopped at version 0.9.0 as I want to get some traction for the game and more players. I am happy with the current progress, the textures, the vegetation, the cars (yes, there is a new driveable Mustang '67 now), and the performance.
I don’t really know what to add next or if I should add anything at all, or if I should aim for a Steam release.
Time will tell.
Let’s go driving now and post some screenshots (you can take screenshots by pressing the “Take Screenshot” button in the top left GUI menu.
I made some giant leaps in quality and game performance. The map is now more visible out of the box by using a low quality terrain further away in the distance, instead of geenrating the chunks and popping them up in place.
Clouds are puffy now, and this is a big achievement, as they look more realistic. The light scattering is there and the terrain sun shadows inheriting colours (colour bleed) from the sky (orange tint on the side of the hills and valleys and mountains).
Now that version 1.0.0 is out, I can focus on more things. Some things I have on my wishlist (may or may not be implemented) are:
exit the car and walk around
fix car parts
garages (!)
item pick-ups
trailers
All these while improving the lighting and the world appearance.
First, when I start the game, it takes quite awhile to load everything. Then when I select “New Game”, it loads everything all over again. I would suggest that it not load everything at the beginning.
Second, in addition to keyboard controls, I would suggest enabling mouse controls. That would give the user more control over the vehicle. (With keys, I am kind of bouncing from side to side.) I have used a variation of the three.js PointerLockControls module which saves the changes as variables that you can import and use in your program. For the throttle, you could use the mousewheel, with “full back” activating the brakes. If it would help, I can direct you to a copy of the version I use in my aircraft flight demos.
Third, and I’m sure this is in the works - other traffic. Not a lot, just an occasional vehicle. It sounds easy, but you will have to create the proper path for the other vehicle, which could involve some effort. So I expect that could take some time.