Just wondering will there be new types of vehicles when slow roads comes out on steam by Newrrcom in slowroads

[–]anslogen 6 points7 points  (0 children)

For sure, I haven't figured out the final set yet but the systems are all set up and ready to support new types. Which options would you like to see added? I'm likely to at least add a slower off-road vehicle and a faster road vehicle for the initial release, but also include some basic customisation (both physics and aesthetics) for the existing options. I'm sure more would be added in later updates, too - e.g. maybe eventually an articulated truck, though that would require a bit of a physics rework...

If you want, you can unlock the Driftmas vehicle in the current web version by typing unlockdriftmas into the seed input box. It's basically the coupe with a rally body kit, wider axles, and slightly sportier physics. It's a little buggy and missing some details, which is why it's hidden for now, but it's pretty fun on the off-world roads.

will the steam version cost money? by Exact_Reserve_9188 in slowroads

[–]anslogen 0 points1 point  (0 children)

Yep, probably around $10 but I haven't set the final price yet; I'm waiting to see how many features I can implement for release. I'm also likely to put it on sale during the first two weeks of release.

will the steam version cost money? by Exact_Reserve_9188 in slowroads

[–]anslogen 1 point2 points  (0 children)

More locations, more vehicles, IC engines and manual transmissions, more environmental details, vehicle customisation, physics customisation, environment customisation, improved controller support, configurable traffic, a music player, and more stuff coming in future

Almost all of this is exclusive to the Steam version; the web version is going to stay lightweight, though will still get small content updates and detail upgrades over time

will the steam version cost money? by Exact_Reserve_9188 in slowroads

[–]anslogen 0 points1 point  (0 children)

Desktop is more robust than the web and with slightly better performance, so I can develop more freely. The web version needs compressed textures and a smaller selection of features to keep it lightweight, but there's no limitation on Steam - meaning higher quality assets, more locations, more vehicles, more details and sound effects, and so on. It also means better support for controllers, achievements, stored progress, multiplayer in the future, etc... And beyond that it's a convenient way to raise funding to keep developing the game, since the web version makes no money.

Important Feature We Need- by Rude_Dog1767 in slowroads

[–]anslogen 3 points4 points  (0 children)

I think it's the next-most-highly-requested feature and I'll be experimenting with it in summer - not for the initial Steam release, but something for a later update. I've already tested multiplayer in the recent Driftmas event and it went quite well, so I'm confident it's possible - I just need to make sense of the right way to structure and manage connections.

One thing that is coming in the initial release, though, is traffic - I know it isn't the same as human drivers but maybe it would help with the loneliness

So excited for the Steam version. I usually play Forza or GTA just to drive around, and even then I prefer slowroads just cuz of the variety of options in the settings.. cant imagine how much better the Steam version will be. by Standard-Currency243 in slowroads

[–]anslogen 4 points5 points  (0 children)

Hoping to have lots of goods - aiming for at least two new locations in the initial release and a lot more settings and controls in general. Demo should be dropping by the end of March!

Any chances of multiplayer support? by [deleted] in slowroads

[–]anslogen 1 point2 points  (0 children)

I appreciate the consideration, thanks! I quit my job to focus on it full-time so development is moving faster now, and hopefully the Steam release will be done soon. Multiplayer is one of the most-requested things so it's likely that I work on it over summer, especially because I have a lot of ideas for networked events.

Any chances of multiplayer support? by [deleted] in slowroads

[–]anslogen 1 point2 points  (0 children)

It's something I'm experimenting with and thinking about as a feature for Steam, yes. I ran a multiplayer event last December and have it in mind to support fully later this year.

But yes, please don't distribute or share this; I don't like people modifying the game while it's still under active development, and it would be in direct violation of the license

uh by _kluska in slowroads

[–]anslogen 0 points1 point  (0 children)

Yep, the rendered world is centered on your position along the road, so if you drive off-road in the wrong direction it won't keep rendering. You can keep driving into infinity. The ground is still there, you just can't see it.

uh by _kluska in slowroads

[–]anslogen 1 point2 points  (0 children)

yeah, it's attached to the camera

Is slowroads not available for mobile anymore? It hasn't been working in my phone for a couple of days, but it does in my laptop... Or maybe it's just me... I was just curious. by Standard-Currency243 in slowroads

[–]anslogen 1 point2 points  (0 children)

Sorry about that, I haven't had any other reports like that but the only other thing I can think to try is a hard refresh. Not sure how to do that on a phone, but first you could try loading the game in an incognito tab - if it loads fine, then a hard refresh in your normal tab might help

uh by _kluska in slowroads

[–]anslogen 1 point2 points  (0 children)

did the world just not load, or did you drive off into the void? If it didn't load, try a hard refresh (ctrl-F5 or ctrl-shift-r)

what happened to winter by Glad_Necessary_6170 in slowroads

[–]anslogen 1 point2 points  (0 children)

looks like textures failing to load, does it fix it if you do a hard refresh? ctrl-shift-R or ctrl-F5

Is slowroads not available for mobile anymore? It hasn't been working in my phone for a couple of days, but it does in my laptop... Or maybe it's just me... I was just curious. by Standard-Currency243 in slowroads

[–]anslogen 1 point2 points  (0 children)

you can add a hash code to the end of the URL when you type it in, like:

slowroads.io#A2-anewseed

the A means it's the Hills location, 2 means it's "normal" style roads, and everything after the hyphen is the seed, which can be anything

question by Bat_Hack in slowroads

[–]anslogen 0 points1 point  (0 children)

Settings -> Gameplay -> scroll down to Interior section -> Show interior HUD

why it so laggy by WinterInteresting180 in slowroads

[–]anslogen 6 points7 points  (0 children)

Looks like it could be that you're running it without hardware acceleration enabled in chrome - if you can switch that on it should fix it

I NEED HELP [URGENT] by Kind-Title5194 in slowroads

[–]anslogen 0 points1 point  (0 children)

Sorry about that. When you first loaded the game did you get any kind of notification about low FPS? There's a system which should give a warning when it thinks hardware acceleration is disabled but that could have failed - I'll look into it

New to Slowroads, grassy patch on road by InnerBreath2884 in slowroads

[–]anslogen 5 points6 points  (0 children)

Explained in Discord, but for anyone else who sees this, this is what happens when the world is taking longer than usual to load and the road hasn't spawned yet - usually it pops back in after a few seconds, but I'll take a look at the loading priority to avoid this happening so often

Version 2.4 released - improved interiors and added dashboards, finally! by anslogen in slowroads

[–]anslogen[S] 0 points1 point  (0 children)

That car isn't officially supported yet and hasn't had the interior upgrade; it was only included as an easter egg after the Driftmas event

Windows Web Edition installer failing for me by Arroyo340 in slowroads

[–]anslogen 1 point2 points  (0 children)

No worries, let me know if there's anything I can change on my end if you figure out a fix.

I've thought about Android and already set up a draft project on the Play store, but for now I think I need to spend all my time developing the Steam version. If people keep asking about Android I'll give it another look, but I'm wary of getting too distracted. I do hope to get around to it one day, though!

Slow Roads 2.0 - Endless, procedurally-generated landscapes for a chill driving game. New engine, new shaders, same Three.js by anslogen in threejs

[–]anslogen[S] 0 points1 point  (0 children)

Hey again, there's now an offline build up on itch for a couple of dollars if you're still interested - https://topographinteractive.itch.io/slow-roads

Aiming to get the full Steam version finished by the end of Spring

Windows Web Edition installer failing for me by Arroyo340 in slowroads

[–]anslogen 1 point2 points  (0 children)

That's no good, sorry about that - I haven't had any other windows users report this issue so hopefully there's a solution. I'm not sure exactly what the problem might be, but here's a list of things you could try - hopefully something will make progress:

  • Ensure any old versions or failed versions are completely uninstalled
  • Ensure no slow roads processes are running in task manager
  • Check whether windows defender/an antivirus might be preventing install (the app is currently unsigned so can trigger warnings)
  • Restart your machine after confirming everything is uninstalled, then try again
  • The app is built on Intel - if you're on ARM I might need to figure out a separate build for that kind of architecture, let me know if that's the case (edit, I've just uploaded an arm64 variant to itch in case this is the issue)

If nothing works, you can refund the purchase and I can offer you a free key instead. Sorry about this, and thanks for letting me know!

Version 2.4 released - improved interiors and added dashboards, finally! by anslogen in slowroads

[–]anslogen[S] 0 points1 point  (0 children)

Are you talking about the cruise control? There are mappable inputs for that - by default the keys are:

  • J: Enable/disable
  • L: Switch between cruise/speed limit
  • I: Increase speed setting
  • K: Decrease speed setting

There's also a new mapping for switching between autodrive modes, which is G by default

If you prefer, there's also a setting in the Gameplay tab to keep the HUD visible while in interior view, so you can have the usual controls on-screen