#oneaday Day 637: Slow Roads

I'm very fond of weird little software toys that don't really have a point, but which have obviously had some love, care and attention devoted to them. One of my favourites in this regard is a Web-based driving "sim" of sorts known as Slow Roads. You can fiddle around with it here.

Slow Roads isn't really a "game". There's no objective, no win state, no fail state, no punishments for doing things "wrong" and indeed no "right" way to do things, save for the implied suggestion that you stay on the road. As you can see from the screenshot above, this is not mandatory.

Slow Roads plops you into a procedurally generated world based on either the rolling English countryside — the sort of undulating terrain you'd see if you were driving around the Peak District, say — and invites you to just drive. There's no other cars on the roads so you can drive as safely or unsafely as you like; this is a pure playground in which you can take your electric car, bus or futuristic motorcycle and just go. It's a pleasantly liberating, relaxing experience that I find myself turning to in quiet moments when I just want to do something, but I don't want to have to think about it too hard.

I forget who first pointed me in the direction of Slow Roads and even when it was. I've definitely had it on my bookmarks bar for several years at this point, and over the course of those years it has continued to evolve gradually. The first version I tried only had the car and the countryside terrain in the daytime. Over time, more features have been added, including the ability to adjust the countryside scene between four different seasons and four times of day and set the weather conditions, choose how winding (or not) you want the road to be, how wide you want it to be and a variety of characteristics about how the controls handle.

The game has somewhat sim-like tendencies in how it handles. You have to slow down for corners, and the three different vehicles have a very different feel to how they handle; the bus, for example, appropriately feels like a large, lumbering vehicle that it's probably not a good idea to throw into a corner at 80mph, while at the other end of the spectrum, the bike provides a frighteningly fast thrill ride, and could probably get you around the most twisty roads at high speed once you learn how to handle it.

That's it. That's all Slow Roads is. There's no point to it. And yet I love it. It's not trying to be anything that it's not. It's not being designed for "player retention" or "monetisation". It just is. It's a lovely little thing, and if you've never spent any time fiddling around with it, I highly recommend it.

The one long-term goal for Slow Roads appears to be for it to have a standalone Steam release, which looks set for April of this year (2026 if you're reading in The Future, assuming we're not all dead by then), with a demo towards the end of this month. It will be great to see this project finally come to some sort of "fruition", such as it is, and I have whiled away more than enough hours in the Web-based version to quite happily toss the developer a few quid when the full version finally arrives.

Now, maybe just a few miles before bed…


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#oneaday, Day 286: Murder and Mystery

Tonight's activity was an entertaining affair–a murder mystery dinner party in celebration of my good friend Sam's 30th birthday. (Sam, incidentally, does not know anyone called either "Don Woods" or "Pook" and would like to make that fact abundantly clear.)

For those who have never attended a murder mystery party, it's an enormously fun opportunity for a bunch of people to get together, eat, drink, dress up in silly costumes and then make twats of themselves with each other. Ostensibly, it's a game where everyone is supposed to "role-play" their characters and through careful questioning, determine who the murderer was.

In practice, it's an excuse for people to talk in silly accents, overact and generally lark about. It's a pretty far cry from what tabletop enthusiasts would call "traditional" role-playing, but in actuality it's pretty close to what your common or garden D&D group gets up to. Only probably with more comedy French accents and less in the way of dice-rolling. Which is good. Because the dice-rolling bit of role-playing is often seen as the "geeky bit", whereas with a bit of encouragement, most people can enjoy a bit of impromptu improvisatory theatre, especially when their confidence glands have been appropriately lubricated via the judicious application of alcohol.

Tonight was no exception to the above rules. A diverse group of people attended and hammed it up through three acts of questioning, accusations and gradually-escalating amounts of backstabbing, espionage and clandestine affairs. As the evening went on, people gradually grew much more comfortable with the whole experience and started ad-libbing somewhat. Mostly, it has to be said, with some fairly filthy comments. But that added to the fun. Particularly as the amount of wine consumed throughout the evening meant that everyone's accents suffered somewhat.

So if you're looking for an opportunity to get some people together, dress up in silly costumes and engage in a spot of light role-playing (of the non-filthy kind) then a murder mystery party is the way to go. The set we played–The Brie, The Bullet and The Black Cat–was structured pretty well, with handouts and helpful prompts for all characters, meaning that no-one was left flagging and having to come up with questions all by themselves. It worked well, even though only one amongst our number managed to correctly identify the murderers by the end of the whole experience.

It was a good laugh, though, and surely that's the point of any game when it comes down to it.

The group are now settling down to a game of Eat Poop You Cat! which I discovered the other day can be referred to as Broken Telephone in polite circles. Wine has been consumed, so I anticipate that the sentences and drawings produced throughout the course of the game will be somewhat spectacular.

It's up and out early tomorrow morning for a run, with a change of scenery for once as I'm in Winchester instead of back home. I hope it's not cold.

One A Day, Day 4: Blurring Realities

I bought a ticket for PAX East yesterday. I don't know if I'm going yet (the twin barriers of not yet having a plane ticket and not yet having resigned from my shitty job currently standing in the way), but the sheer prospect of going and being able to meet my buddies from the Squadron of Shame – some for the first time, some for the second time – is enormously exciting. The age of the Internet has given us that curious phenomenon of the "friend-not-met" (thanks to Jenn Frank for educating me in the ways of FOAF some time back) where there are people out there whom you feel very close to despite never having seen their face outside blurry Facebook pictures or iPhone uStream feeds while they're recording a podcast. You know, for example.

But the Squad are just that. I may be a couple of thousand miles away from them, but they're my bros, my buddies, the legen-wait for it-dary ones, that sort of thing. Which is why the opportunity to potentially meet so many of them in one place at such a massive nerdgasm as PAX will be beyond awesome – even if podcast host Chris' revelation that "if someone threw a grenade in there, they'd wipe out the whole Squad" was somewhat chilling. Who would play Pathologic and then podcast about it for three hours then? (Of course, it may be your opinion that the world can do without three-hour long podcasts on the subject of Pathologic, but that's a discussion for another day.)

It's pretty awesome that the Internet, as well as being the home of ridiculous chavs like this, can also be the home of genuine friendships and new ways to stay in touch. I know that every time I sit down and listen to the Exploding Barrel Podcast, for example, it's like I'm hanging out with Mike Minotti of Bitmob (as he now prefers to be known, formerly Tolkoto) and his brother AJ rather than listening to people I don't have any real connection with. As time has continued on its way and the good word of the Squad has spread further and wider, mostly thanks to Twitter, we've picked up more and more people who want to be involved, some from other sites, some from other podcasts, some who are just awesome people.

And that's pretty cool. That's, as they say, some Web 2.0 shit right there. And I love it.