NIGHT RIDER 93
Brewed with love for PROCJAM 2023 (make something that make something), NIGHT RIDER 93 let you rewind time and revive the summer 93, driving your Iconic Testarossa® through a vast procedurally generated bustling city
-WASD/ZQSD/ARROWS to MOVE (Arrows untested)
-SPACE to DRIFT
-MOUSE WHEEL to ZOOM/DEZOOM (can destroy framerate)
-RMB to control CAMERA
-F to switch ON/OFF the headlights
-M to MUTE/UNMUTE audio
-Activate low quality mode (experimental) in the menu if you experience low fps, you can also zoom on the webpage to decrease game resolution.
-Despite all the optimization, the engine is push to its limit, for stable experience on an average computer I do not recommend a city larger than 1km² (the default 0.6km² already feel massive)
The projects currently feature :
-Procedural generation based on chunks (16900 m2 each), for now only 3 chunk type with no building variation. Max chunks : 256. Max map size : 4.32km² (± Liberty City in GTA III).
-Procedural roads, trees, streetlights, trafficlights, npc, car, cosmetics, etc...
-Simulated traffic and crowd
-Dynamic traffic/crowd generation and culling system
-Immersive procedural sound ambiance generator using HRTF (head-related transfer function) for spatialization. Featuring more than 70 unique carefully handpicked and crafted sounds, ambiances, and home-brewed musics, to give a unique atmosphere to the city
Currently implemented not finished :
-"Biomes" map, its already generated but there are only 1 biome type for now, so you see nothing
-low quality settings mostly untested
-Foot exploration/Car steal : almost finish, the last point is a highly questionable feature, I don't know if crime will be a part of this project
Some of the ambiant musics the NPCs are blasting on the streets are available here (in ultra low-fi quality without low pass filter) : NIGHT RIDER 93 OST
Updated | 2 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | Alambik ⚗ |
Genre | Racing |
Made with | Construct |
Tags | Atmospheric, city, Generator, gta-like, Open World, Procedural Generation, PROCJAM, Top-Down |
Comments
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Very nice! I love the atmosphere - I want to know more about the city that was generated, but even just the chill vibes when I parked on the side of the road and listened to the city around was cool.
Thanks for "playing", about the city : the first prototype of the generator used Wang tiles, I discovered them while playing the amazing and mystical roguelike : Noita ( https://noita.wiki.gg/wiki/World_generation )
BTW, I think a tutorial about aperiodic tiles could be nice on your site.
So I build a simple set of wang tiles with only simple 90° turn for easy AI programing, art and world build reason. The Idea was to fill the gap between roads with pseudo randomized pre made assets. (I used aerial photo of Miami as art inspiration).
That worked, BUT it quickly become obvious that the engine is not build for open world and several thousands of objects. Cause I must rely on a ton of layers, tilemaps and objects to achieve this kind of visual result and logic with C 2 engine, and that take a lot of CPU time, and we don't have time.
So I decide to replace the micro Wang tiles by macro "Wang chunks", I manage to divide object count by more than 4 with the visual result intended. The city loose in variety and craziness, but generation time has been massively decreased, and all run at constant 60 fps on my rig with 1-2km² size cities.
In the future I will maybe try to store chunk data on JSON file and load/unload them in real time for very large cities.