The city generation is very impressive, but unfortunately I couldn't resize the window to see it. Maps are confusing, need a tutorial for brainlets like me. Also there were giant holes in the map, dunno if they were intended or a mapgen error.
But it's very intriguing. I'm guessing "Pacific Drive" but you're the mailman? I hope you polish it up - I think it has a potential to be a fantastic game!
I delivered the package somewhere, idk if it was the right place. Judging from the screenshots, I seem to have missed a lot. Next time then. https://www.twitch.tv/videos/2246053229
I love how grand and empty the world feels. How pits don't let you just mindlessly press gas. Scavenging/surviving aspect of the game.
I hope you would add more item shapes for that Inventory tetris gameplay.
It is hard to read the map, a lot of times I couldn't understand where are pits/hills. The highway is too linear, for some parts it feels like it has only one entry point and million up's&down's into another highway.
Enemies look great, but they lose you really fast, don't see me when I am close or agro when they can't reach me. Hope to see harder variants (no radar/mimic ect.)
One time I was riding for a long time in search of the items that were above me. Maybe you could show if item on the radar is upper/lower than you?
If you enter the inventory while moving your camera, it saves the velocity and continues to rotate.
Sometimes when I try to place things item starts shaking.
Some roads are generated with sharp drops/climbs.
I really enjoyed the atmosphere of this game and would love to see how it will turns out.
The game oozes atmosphere, it looks really nice. The driving physics are good and give the van some real weight. The interior stuff is fun, though I didn't see any difference of furnishing or not other than cosmetics reason.
The map generation is really impressive, though it can create some odd situations occasionally like bridges going into walls, or roads leading to chasms. I wish the highways were more interconnected, as getting onto one meant I was railroaded for a long time without any input on my end to where to go and where to get on or off.
Found a bug where you can stop the car, press C, select repair or rest, then press C again before the little cutscene ends which lets you move around with the camera stuck in place. Eventually it returs but then the van UI comes back, which only disappears if you go in adn out with C again.
The patterned overlay looked fine at first but ended up not liking it a lot, as it makes seeing the chasms between city blocks difficult, especially at night.
Eventually I started seeing some issues like shadows flickering and the furniture vibrating, which seems like might be floating point precision errors from going too far from the world origin.
I know there are pick-ups in the world but just being cubes I think I overlooked a bunch.
The spider cars were scary but they blocked me into a corner and when I respawned, it was on the barrier of a highway so I ended up on my side unable to do anything.
Press Z to look backwards seemed to break at some point.
Really good atmosphere, controls really well. Nice UI.
The distance to the first objective is absolutely absurd though, I went for almost 20 minutes and didn't even make it halfway. The map being skewed and rotated is more an annoyance, constantly made it hard to know which way I was supposed to turn.
The spiders didn't do anything to me as far as I could tell but I avoided them anyways.
I got up on a highway and after following it for awhile a building stopped me as it was growing into and blocking the highway. I quit the game because I didn't want to drive all the way back, there's no way to go over the railing.
Really like your use of proc gen.
I think the gameloop needs to be shorter, or there at least need to be more dangers and decisions to make on the road.
-Game can go fullscreen, but the top dither effect looks wrong on 16:10.
-Looks like debug bindings are still there, I can spawn infinite items and teleport the van, etc. If I do the item spawn with f, I can draw on the screen. Fun bug/feature.
-You can also do inventory management while paused. Not sure if intended.
-If you quit the game then start again, you will be in the clouds and have a constant screech sound in your ear. If you press pause then resume it will send you down to Earth like nothing happened.
-I really quite like the zoom into a cutout of the van when looking inside, it's fun when 3D games go the extra mile for no screen transitions.
-Finally getting out of spawn, I find it odd that there are white boxes I can't interact with, since the first thing I did was talk to a white wall to get a quest. I was hoping they would be item pickups or something.
-Took me awhile, but I guess I found some fuel, neat. Also, the driving is too loose, though I don't play many car games.
-Snow falling in front/behind of radar is slightly annoying, since it kind of looks like white blips and is distracting if you're using it.
-Looting a truck and running from a giant spider was fun. Also, it seems like the wind (black streaks) seem to aid in finding my way to the waypoint, or at least it feels like it so far. It's convenient, I like how it only becomes apparent when you slow down/stop.
-Beat the first mission. Don't think this game is really for me, I'm not feeling very fulfilled. But I imagine someone liking this as a Euro Truck Simulator but with more gameplay beyond the driving as you deliver cargo. It could also be the case that when more systems are in place I could appreciate it.
-After the delivery I was playing with the customization, and for some reason it's sometimes jittering like the below gif, it's probably float imprecision? It was more severe when it was at 60 fps.
-The visuals are the best looking part, it has a style and runs with it. Dithering is more than I like, but I got used to it. I think making all 3 maps visible is a bit much. For example, have a button to switch the 200 Band and 50 Scan, since it's rather redundant info. Though, if icons are added to the map maybe it becomes more useful to have both up. On the other hand, it also makes the UI feel more clunky/messy, which could be intentional since the vibe is very much retro inspired.
I really appreciate all the detailed feedback and playtesting! Looks like there's lots of bugs to fix and improvements to add. I'm glad you liked the visuals.
I've sort of gotten used to the vehicle handling but yeah it needs lots of improvement. The delivery mission stuff is more or less a placeholder, i wonder if there's anything people especially want to do in this sort of game.
Spooky game. It took me a bit to work out how the map worked. I also didn’t look at the screenshots until I was done so I didn’t end up building any furniture, is that what the scrap metal is for?
Really not a fan of the CRT filter, it works for the hud but not as much for the game. Maybe I just don’t like this particular one but I’d rather just not have it at all.
Would be good to have a gauge to fill up when you’re resting or repairing so it’s more obvious how much time it’s going to take.
I thought the yellow dots were enemies on the radar so I avoided them, didn’t realize until later that the histogram around the radar is what gives away enemies.
It’s cool that you can really spread out the map with the procgen, though it does stutter sometimes when moving around. Having it actually match up with the map is also useful, though it doesn’t always help much with those overpasses as I had a couple that were pretty useless.
It’s neat, you kept me driving around for half an hour or so while I listened to some music.
I'll rework the filter effect and add your suggestions to the todo list. The furniture stuff is incomplete right now, didn't miss much. Will look into optimizing generation and reducing stutters.
Comments
The city generation is very impressive, but unfortunately I couldn't resize the window to see it. Maps are confusing, need a tutorial for brainlets like me. Also there were giant holes in the map, dunno if they were intended or a mapgen error.
But it's very intriguing. I'm guessing "Pacific Drive" but you're the mailman? I hope you polish it up - I think it has a potential to be a fantastic game!
Good atmosphere!
I delivered the package somewhere, idk if it was the right place. Judging from the screenshots, I seem to have missed a lot. Next time then. https://www.twitch.tv/videos/2246053229
Really like the concept, the game looks great!
I love how grand and empty the world feels. How pits don't let you just mindlessly press gas. Scavenging/surviving aspect of the game.
I hope you would add more item shapes for that Inventory tetris gameplay.
It is hard to read the map, a lot of times I couldn't understand where are pits/hills. The highway is too linear, for some parts it feels like it has only one entry point and million up's&down's into another highway.
Enemies look great, but they lose you really fast, don't see me when I am close or agro when they can't reach me. Hope to see harder variants (no radar/mimic ect.)
One time I was riding for a long time in search of the items that were above me. Maybe you could show if item on the radar is upper/lower than you?
I really enjoyed the atmosphere of this game and would love to see how it will turns out.
The game oozes atmosphere, it looks really nice. The driving physics are good and give the van some real weight. The interior stuff is fun, though I didn't see any difference of furnishing or not other than cosmetics reason.
The map generation is really impressive, though it can create some odd situations occasionally like bridges going into walls, or roads leading to chasms. I wish the highways were more interconnected, as getting onto one meant I was railroaded for a long time without any input on my end to where to go and where to get on or off.
Found a bug where you can stop the car, press C, select repair or rest, then press C again before the little cutscene ends which lets you move around with the camera stuck in place. Eventually it returs but then the van UI comes back, which only disappears if you go in adn out with C again.
The patterned overlay looked fine at first but ended up not liking it a lot, as it makes seeing the chasms between city blocks difficult, especially at night.
Eventually I started seeing some issues like shadows flickering and the furniture vibrating, which seems like might be floating point precision errors from going too far from the world origin.
Holy atmospheric! Really great presentation.
I know there are pick-ups in the world but just being cubes I think I overlooked a bunch.
The spider cars were scary but they blocked me into a corner and when I respawned, it was on the barrier of a highway so I ended up on my side unable to do anything.
Press Z to look backwards seemed to break at some point.
Neat idea. You should make the van a little bigger like a winnebago for more customization like it's an animal crossing house.
I don't get it. accidentally gave me package to a wrong vendor and couldn't find anyone else to interact with.
Comfy desolation. cute car. Fun driving which reminds me of gta4.
Really good atmosphere, controls really well. Nice UI.
The distance to the first objective is absolutely absurd though, I went for almost 20 minutes and didn't even make it halfway. The map being skewed and rotated is more an annoyance, constantly made it hard to know which way I was supposed to turn.
The spiders didn't do anything to me as far as I could tell but I avoided them anyways.
I got up on a highway and after following it for awhile a building stopped me as it was growing into and blocking the highway. I quit the game because I didn't want to drive all the way back, there's no way to go over the railing.
Really like your use of proc gen.
I think the gameloop needs to be shorter, or there at least need to be more dangers and decisions to make on the road.
Nice game! Here's my feedback:
Looking forward to see you post progress.
-I like how the fog encroaches on the main menu.
-Game can go fullscreen, but the top dither effect looks wrong on 16:10.
-Looks like debug bindings are still there, I can spawn infinite items and teleport the van, etc. If I do the item spawn with f, I can draw on the screen. Fun bug/feature.
-You can also do inventory management while paused. Not sure if intended.
-If you quit the game then start again, you will be in the clouds and have a constant screech sound in your ear. If you press pause then resume it will send you down to Earth like nothing happened.
-I really quite like the zoom into a cutout of the van when looking inside, it's fun when 3D games go the extra mile for no screen transitions.
-Finally getting out of spawn, I find it odd that there are white boxes I can't interact with, since the first thing I did was talk to a white wall to get a quest. I was hoping they would be item pickups or something.
-Took me awhile, but I guess I found some fuel, neat. Also, the driving is too loose, though I don't play many car games.
-Snow falling in front/behind of radar is slightly annoying, since it kind of looks like white blips and is distracting if you're using it.
-Looting a truck and running from a giant spider was fun. Also, it seems like the wind (black streaks) seem to aid in finding my way to the waypoint, or at least it feels like it so far. It's convenient, I like how it only becomes apparent when you slow down/stop.
-Beat the first mission. Don't think this game is really for me, I'm not feeling very fulfilled. But I imagine someone liking this as a Euro Truck Simulator but with more gameplay beyond the driving as you deliver cargo. It could also be the case that when more systems are in place I could appreciate it.
-After the delivery I was playing with the customization, and for some reason it's sometimes jittering like the below gif, it's probably float imprecision? It was more severe when it was at 60 fps.
-The visuals are the best looking part, it has a style and runs with it. Dithering is more than I like, but I got used to it. I think making all 3 maps visible is a bit much. For example, have a button to switch the 200 Band and 50 Scan, since it's rather redundant info. Though, if icons are added to the map maybe it becomes more useful to have both up. On the other hand, it also makes the UI feel more clunky/messy, which could be intentional since the vibe is very much retro inspired.
Keep up the good work.
I really appreciate all the detailed feedback and playtesting! Looks like there's lots of bugs to fix and improvements to add. I'm glad you liked the visuals.
I've sort of gotten used to the vehicle handling but yeah it needs lots of improvement. The delivery mission stuff is more or less a placeholder, i wonder if there's anything people especially want to do in this sort of game.
Spooky game. It took me a bit to work out how the map worked. I also didn’t look at the screenshots until I was done so I didn’t end up building any furniture, is that what the scrap metal is for?
Really not a fan of the CRT filter, it works for the hud but not as much for the game. Maybe I just don’t like this particular one but I’d rather just not have it at all.
Would be good to have a gauge to fill up when you’re resting or repairing so it’s more obvious how much time it’s going to take.
I thought the yellow dots were enemies on the radar so I avoided them, didn’t realize until later that the histogram around the radar is what gives away enemies.
It’s cool that you can really spread out the map with the procgen, though it does stutter sometimes when moving around. Having it actually match up with the map is also useful, though it doesn’t always help much with those overpasses as I had a couple that were pretty useless.
It’s neat, you kept me driving around for half an hour or so while I listened to some music.
EDIT: Worked fine on Linux over wine.
Thanks for playing!
I'll rework the filter effect and add your suggestions to the todo list. The furniture stuff is incomplete right now, didn't miss much. Will look into optimizing generation and reducing stutters.