I hope development for this isn't over ;c
This is extremely early WIP, so expect bad stuff!
This is currently a performance test to see what is possible to achieve in WebGL. The goal is to make it playable with all the graphics I intend to put in, hopefully at a stable 60 fps on most machines, including mid-range laptops.
Should you encounter freezes or hiccups, it's mostly due to the GPU-instancing in WebGL. Workarounds and fixes are on their way.
Current Creosote-bush count: 82880329(x11)
Current .ZIP-ed size: 19.1mb
How to controle
- Left pad stick or AD to turn
- Shoulder buttons R1 and L1 or WS for speed
- Right pad stick or IJKL controls camera
Analogue triggers (are RIP?) or WS for car speed D-pad controls turret direction X on pad or E on keyboard enters and leaves cars
- B on pad or spacebar for
jump orhandbrake A fires turret inside car
- Select on pad or C on keyboard for camera distance
- Right stick button or Z on keyboard resets camera position
- X on pad or F on keyboard for headlights toggle
- Y on pad or R on keyboard to reset car position
- A on pad or E on keyboard for random musings until they run out
Restart the game by reloading the webpage.
|Updated||23 days ago|
|Made with||Unity, Blender, GIMP, Adobe Illustrator|
|Tags||3D, Action-Adventure, Casual, Cult Classic, Driving, Exploration, gamepad, Open World, Physics, Procedural Generation|
|Average session||About a half-hour|
- Yes, the game is still actively being onworked! :326 days ago
- New vehiculars in particular are coming! ;w;Jun 01, 2020
- The triangulator. :3cMay 19, 2020
- WIP car randomiser is in! :'3cOct 08, 2019
- Over 145 million Creosote-bushes!Oct 05, 2019
- New version out, please test for performance :3Sep 19, 2019
- First updateJan 13, 2018
Log in with itch.io to leave a comment.
No, it is still going. I have made a lot of new cars and progress, my only issue is that I have very little time to do this so it's not going as fast as it could. ;_;
ok its just that the game is still the way it was 1 year ago for me.
I work full-time 9-5, and for some reason did not get furlough'd yet, so I haven't had as much time to spend on this as I would like to. However, the next update will be huge. It will almost be the full game. ;w;
I would love to see this game to be added on. It is a great concept. I can't wait for the next update. One thing I would like to see is the ability to map the control scheme for my controller.
It is indeed being worked on as we type. :3
Unfortunately I work full-time so things are moving a little slow...
the game feels dead at least add npcs or traffic BIRDS AT LEAST
Hi, sorry about the late response, but this game is as stated an early prototype. So please be patient. The game is being worked on. ;w;
please add first person to the car at least PLEASE.
the car start up seems to stutter every time the page loads but after that its fine. if it helps i play most open world games at medium to low quality for about 50-60 fps. by the way the love this visual style beyond the low poly style.
I guess I can hold off starting the game until the shaders have warmed up and all objects have been allocated in memory. I have the same problem too. I just have to be clever with this to avoid a too long startup time. ;w;
The ragdoll on people you drive over are fun. It also runs pretty good. Perhaps you can add some sound though.
Sounds will come! Also ragdolls are extremely complex even though they don't look like it. I am happy they perform well. :3
Great to see you working on this. I love the aesthetic. Missing content but it's the best shrub flattening simulator I've played. Car is a bit squirrelly but I got it going 190-ish MPH... I think. The speedometer is hard to read. Either way keep up the progress! :D
Oh, my, I didn't expect comments on this. ;w;
I have come a considerable long way since this prototype now. The next update will be very different!
I agree with you about the aesthetic. Low poly is cool. I'd love a GTA type city too. Fantastic animations.
Thank you. ;w; I am trying to make a large map with cities for this as we type. The biggest challenge is the character controller which involves an active ragdoll. Once I have that in place I can generate a test city and put out a new update.
Cool! I'm excited!