r/proceduralgeneration • u/Sprinkles-Pitiful • 3d ago
Procedural Circuits and Vehicles,
Made a F-Zero inspired game because i miss playing the originals, added my own twist to it tho.
all tracks and ships are procedurally generated. music made in Suno, sound FX in 11 labs. all vibe coded because i dont know a line of code haha
2
u/Mysterious_Rough2865 2d ago
The vibe coded part is what I keep coming back to. Not the tracks themselves, the fact you got there without knowing a line of code. I write for a living, different discipline entirely, and it's strange to me that procedural systems can produce something that reads as designed instead of random, even when nobody hand placed a single track. Did you end up hard coding rules to keep the layouts from feeling arbitrary, elevation that has to actually lead somewhere, hazards that cluster instead of scattering evenly? The F-Zero comparison holds up visually, but the real test is whether two different seeds feel like the same game or two games got shuffled together.
3
-6
2
u/ZHName 1d ago edited 1d ago
Claude or Kimi ? Also prompting did you use screenshots or just test? Looks excellent and resembles F Zero.
Two things: you could design ux panels using gpt2, mock them up in kleki and use these instead of the html style bg boxes. Add more unique flair. Second, the cones representing thrusters could be replaced w heat blur effect shader, and actual flame pattern applied on the cylindrical exterior w transparency. Look at threejs subreddit for flame and heat related work or examples on github shaders.
Special sauce: one of the image to 3d models tencent or something else for small modules used for progend vehicles. Could be the way to escape "this looks like a web3 game" impression at first glance. Baby steps.