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a multiplayer game of parenting and civilization building

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#3476 News » Update: A Horse with No Name » 2018-03-31 20:51:33

jasonrohrer
Replies: 14

zPMdKBl.gif

Hot desert.  Wild horses.

Murder evidence is now more flagrant and more long-lasting.  Bows can't be used to kill from off-screen.

A bunch of blocking things that could be used for wall-grief can now be destroyed.

Seeding carrots can now re-seed 7 rows instead of 10.

I spent way too much time on that desert ground texture.

#3477 Re: News » Update: Name that baby » 2018-03-31 20:46:36

It's an aesthetic thing on my part.

I don't want names like "shitface" or "LollypopKiller65" or whatever appearing in the game.  That ruins the aesthetic that I'm trying to create.

In fact, that's why I never allowed names to begin with.  There wasn't a good aesthetic reason for them, and so much aesthetic clutter can result.  I mean, especially if players could name themselves or display a handle in the game.  I'm not "jasonrohrer" in the game, I'm playing as some random baby born somewhere.


But then someone came up with the idea of Eve naming a family line, and giving your baby just a first name, and then I thought of the whitelist as a way to eliminate distracting names.  There's a good reason to name babies when it helps you track your family lines.  It adds meaning to the game.  And it also puts you a the mercy of your mother in one more way.


"Players want/like names" is not a good reason.  That's not the way that I design games.  Almost all games have names because players want/like names.  And the result is all kinds of distracting, irrelevant, and illusion-breaking text in the game.

Almost all games have unlimited chat as well.  This game has limited chat.  I don't even allow you to control caps lock or enter random ascii characters.

As for the list being American, well, I am American, and this is an American game filled to the brim with American English.  What list should I have used?  There are already over 100,000 names on the lists.  That's a LOT of names, and includes a lot of non-English names, because the USA is such a cultural melting pot.

For first names, I think the list includes all names from 2016 that were used by more than 5 people.  For last names, I think it's names that were used by more than 200 people (I had to trim the list a bit for last names, because it was so big).

But guess what?  The names of two of my kids (Novy and Mez) weren't on those lists, because their names are so unique...

#3478 Re: Bug Discussion » invisible people » 2018-03-30 05:45:01

Hmm... not sure that's the case.

I mean, there's certainly server lag, but the client is in charge of loading the sprites and such for the people.

There could be a hiccup on some people's machines that slows down sprite loading for some reason.  A person won't be drawn unless all of their sprites have been loaded.

But I'm also guessing it's NOT a loading issue, and there's some other bug that is making people invisible.

I just fixed one of these in v69.  But I don't think I've fixed all of them yet.

I'm going to post a bounty for this one soon.

#3479 Re: Fixed Bugs » Install issues » 2018-03-30 05:42:20

Yikes... windows permissions are apparently an inconsistent nightmare.

I'm sorry about this.

The best bet is to extract fresh from the original extractor on your Desktop.  That seems to work for most people.  But maybe Windows 10 doesn't even have a desktop anymore?

#3480 Re: Bug Discussion » v69 Crashing » 2018-03-30 05:39:38

Sorry about this, everyone!

I'm pretty sure it has been fixed now.

#3481 Re: News » Update: Name that baby » 2018-03-30 05:37:40

Two crashes in this update have now been fixed.

An additional client update has been posted.

#3482 News » Update: Name that baby » 2018-03-30 03:37:18

jasonrohrer
Replies: 41

iecWgkR.gif

An update just went live on the client and the server that does several important things.

First of all, there is a new naming system.  If you are Eve, you get to pick a last name (family name) that will be used by all of your future descendants.  You can't pick your first name though---you're Eve.  If you are a mother, you get to pick a first name for your baby.

Names are set by saying "I am _______" if you are Eve and "You are _______" if you are a mother, when you are holding your baby.  You can only name your own baby, and you must be holding it.

For those of you with a mischievous twinkle in your eye, don't worry, I thought of that.  The names that you pick are vetted on the server against a list of real first and last names, and the closest match is chosen if you don't pick a real name.  You can check out the lists here (careful, they are huge lists):

https://raw.githubusercontent.com/jason … tNames.txt
https://raw.githubusercontent.com/jason … tNames.txt

And once you set a name, that's it.  It never changes.  So chose wisely.

The names are being logged server-side too, and I will likely do something interesting with those logs in the future, like show the name chain in the longest family line, or generate family trees, etc.

Next, a few "bouncing forever" stalled action bugs have been fixed, and a work-around has been put in place so that you'll hopefully never be stuck and die from this bug in the future (a 4-second timeout has been added to the client).  Also, extra server logging has been added so that I can catch and fix the remaining cause of this bug.

And one invisible-self-as-baby bug was fixed.  There are still likely some invisible-person bugs lingering, however.

#3483 Re: Bug Discussion » Oscillating back and forth. » 2018-03-28 05:03:00

I do have some recordings that show this still happening.

Will be fixing it soon, hopefully.

#3485 Re: Bug Discussion » invisible people » 2018-03-28 04:50:46

I'm hoping to get a short recordedGame of this bug in action.

If you've got one, please send it to me by email.

#3486 Re: Bug Discussion » Game wont open after update (MacOS 10) » 2018-03-28 04:48:40

After the update, you will need to run the latest App in your game folder.  OneLife_v65 or whatever it is.

#3487 Re: Main Forum » Seriously, why is murdering people so ridiculously easy in this game? » 2018-03-27 20:48:43

Well, the scream is in there.  I just turned its volume all the way up.  That will happen in the next update.

For now, I will also really slow down the murderer more, and make their weapon-holding last longer, and make the bloody grave last longer.

I'll also reduce the range of the bow a bit.

Really, I just need to keep tweaking it until it's possible for "police work" to take place.  Right now, it sounds like there's just not enough evidence to pursue or convict.



It's also interesting to think about "justice" in this game.  Just like in real life, if you are murdered, you are counting on those around you (your family) to seek justice on your behalf after you are gone, but you will never know for sure that they did.

We're so used to seeking justice ourselves, on our own behalf, in video games, that this feels rather muted.  But that's what getting murdered is actually like, I'm betting.

The experience of BEING murdered is sudden and frustrating and pretty horrible in this game.  As it should be.

#3488 Re: News » RAM-based map caching to reduce server CPU usage » 2018-03-27 20:32:34

Yes, only in areas that no one has seen for more than 24 hours, though, and only when the server restarts.

So this won't affect active villages at all.

#3489 Re: News » RAM-based map caching to reduce server CPU usage » 2018-03-27 19:39:10

Yes, personal servers just need to pull from github and rebuild.

I will raise the pop cap at some point soon, but I'd like to let this settle for a few days first.

Also, I just tracked down the source of excessive RAM usage (maps grow in an unbounded way over time as people explore, and the resulting map files grow over time, and so do the underlying database's hash tables, which are stored in RAM.)

At home on a blank map, my game server uses 12MB of RAM.

On server1, it's using 253 MB.  It's not a leak, because the same amount is used immediately after restart.

Profiling shows that this is all coming from the DB's RAM-based hash table.

So, I've implemented something that will revert portions of the map back to a natural state when they haven't been seen by anyone for 24 hours.  This will allow those map databases to shrink whenever the server restarts, as parts of the map can be culled.

Right now, in terms of disk space, I'm seeing this on server1:

-rw-rw-r-- 1 jcr13 jcr13 383M Mar 27 17:27 biome.db
-rw-rw-r-- 1 jcr13 jcr13 2.2M Mar 27 19:04 eve.db
-rw-rw-r-- 1 jcr13 jcr13 1.3M Mar 27 19:34 floor.db
-rw-rw-r-- 1 jcr13 jcr13 1.3M Mar 27 19:34 floorTime.db
-rw-rw-r-- 1 jcr13 jcr13 153M Mar 27 19:36 map.db
-rw-rw-r-- 1 jcr13 jcr13 163M Mar 27 19:36 mapTime.db
-rw-rw-r-- 1 jcr13 jcr13 2.2M Mar 27 19:36 playerStats.db

A lot of space is taken up by portions of the map that were visited weeks ago during long expeditions.

Furthermore, as the DB's hash tables fill up with entries, they become less efficient to access.  This may actually be part of the CPU problem, because all those container lookups will use more and more CPU as the map hash tables become full.  In fact, the only time the DB files grow is in response to hash table collisions.

I'll post again here later with the updated DB file sizes after the new culling code has had a chance to operate (I've got to wait at least 24 hours after installing it to give people a chance to actually LOOK at the map before the cull runs).

#3490 News » Fan Art » 2018-03-27 17:03:00

jasonrohrer
Replies: 10

one_hour_one_life_fan_art_by_sandara-dc6ynvv_small.jpg
[center]By sandara[/center]

#3492 News » RAM-based map caching to reduce server CPU usage » 2018-03-27 15:41:45

jasonrohrer
Replies: 16

Summary:  It worked.

server1_new.png

Profiling has long shown that map reads consume the majority of CPU resources on the server, especially in areas of the map that have a lot of full containers (each container acts as a multiplier on the amount of information that needs to be fetched for a given tile).  As people walk around the map, they look at big chunks of the map all at once, and this produces dramatically more load than map writes (which only happen when a player does something).  A player usually changes (writes) about one tile per second on average, but as they walk around, they might be looking at hundreds of tiles every few seconds.

I added a hash table for caching recently-read tiles from the map to make reads much less expensive.  Since writes are way less frequent, they can still be expensive:  changed tiles are both written to the hash table and instantly pushed into the disk-based database.  Thus, the map on the disk never lags behind reality.

Additional profiling also found a few more places where I could squeeze out a few redundancies.  For example, substantial load was coming from checking whether each item in a container had decayed.  But most things in most containers currently don't decay at all.  Might as well remember whether a container holds any decaying items or not, so we don't have to keep checking every item every time we look at the container.

The impact on CPU load can be seen above, with the whole graph representing 40 concurrent players on a cluttered map.

#3493 Re: Main Forum » Seriously, why is murdering people so ridiculously easy in this game? » 2018-03-27 01:25:45

So... there IS (or should be) a scream when someone near you is killed.

Also, the murderer currently slows down and cannot drop the murder weapon for 10 seconds (or use it to kill anyone else during that time).

I could amp this up some more.  The murderer could be slowed down for 30 seconds or more, and become REALLY slow.  Or maybe so slow that they require someone to feed them?

Maybe murdering could work up an appetite as well?  So that you will die afterward if someone doesn't feed you?


All that said, the danger of murder is supposed to motivate you to make better tech and organize your village.

Arrows cannot cross walls.  Build walls and village gates.  Limit weapons in the village only to trusted police officers (give them blue clothes).  Have them guard the gate.  Have them vet everyone who comes in.

How did people deal with murder in real life?

#3494 Re: Main Forum » Shallow Wells and Deep Wells The Truth. EDIT » 2018-03-16 04:28:29

Also, just so that it doesn't waste stones forever, I'll make them recover in... 10 hours or something?  How does that sound?

#3495 Re: Main Forum » Shallow Wells and Deep Wells The Truth. EDIT » 2018-03-16 04:27:26

So I'm sitting in the editor about to add tick-marks on the well stanchion or at least water in the bucket to show you when the well is about to go dry.

But that's simply too simple of a thing to teach.  "Don't take from the well unless you see water in the bucket."  Or "count the tick marks and stop taking when you see 13."

That leaves no room for player creativity.  It's just one more arbitrary rule to learn---a rule that I invent, not a rule that YOU invent.

What's the BEST way to track water in a well, given what you have available?

What about with two piles of stones?  When you take from a well, you move one stone to the other pile.  When all the stones are in the second pile, we stop and wait half a generation for the well to refill.  Then someone is in charge of moving the stones back to indicate that the well is safe again.

Maybe there are other ways to track this or mark the well as "risky" to take from.  Maybe building a cistern next to the well is the way to go.  Maybe building a well next to a pond.  However you do it, you need to teach it to your children so they can continue.

And that's culture!

And that's what I want to see emerge in the game.

"Our village had this really cool way of making sure the well never ran dry.  In my next life, I tried to teach the method to my new village, but they wouldn't listen to me.  They were doing it a different way."

#3496 Re: Main Forum » Shallow Wells and Deep Wells The Truth. EDIT » 2018-03-16 04:11:22

Well, part of my thinking here is to create dramatic "turning point" moments in the life of a town, and also have people develop complex social systems around these things.

The thinking in this thread, about how to actually use wells, is what I'm after.

I don't want to make it foolproof, or easy to recover from a mistake with one weird trick.  I want everything to be dangerous.  I want heavy communication and coordination to be necessary every step of the way.

After all, draining the well over and over again and doing some trick to fix it repeatedly isn't interesting.  That's just busy work.

Having one guy in the village who's in charge of the well IS interesting.

And the moment when he messes up and the well runs dry is a dramatic turning point for the town.

"Dag gummit, the well done gone dry!  We're up a crick without a paddle now!"

That said, I may add some visual "tick marks" on the deep well... people could be marking the wood when they take water out.

#3497 Main Forum » Request for list of content quick-fixes for tomorrow » 2018-03-14 21:19:28

jasonrohrer
Replies: 47

I'm spending most of this week on bugfixes.  The game should hopefully be a lot more smooth and stable before I leave for GDC next week.

Tomorrow I'll be doing a bit of content work for a small update.

As part of that, I want to patch the existing content with various "quick fixes" to fix oversights and obvious things.

Stuff like:

--Branches can't go in the cart.
--The Mouflon Hide does not keep you warm
--Rabbit bones are still a pain to work with.

I know there are a bunch of other little 3-click fixes like this.  I just need a list of things that people have run into.

This should NOT be feature requests or big changes.

What did I mean to do but forgot to do?  What doesn't work consistently with the way other objects work in the game?

#3498 Re: Bug Discussion » Game wont open after update (MacOS 10) » 2018-03-10 18:08:43

Sorry about this!  If you don't want to mess with the terminal, just install fresh from v58b.

An email just went out about this.

#3499 Main Forum » How to make suggestions » 2018-03-10 18:06:52

jasonrohrer
Replies: 25

I'm having trouble keeping up with the volume of input from the forums and Discord.

I need a filter.  A way for the best ideas to float to the top.

Reddit to the rescue.

I will pretty much only be looking at suggestions that make it onto here:


https://www.reddit.com/r/OneLifeSuggestions/


Suggestions include little fixes like "the bow should go into the cart" and "the mouflon hide should keep you warm when worn" all the way to huge suggestions like "multi-story buildings" and "boats/oceans".

The forums are a place to discuss/debate suggestions among players, but please bring the best suggestions to the subreddit and upvote them.

I can easily see the top-voted suggestions of the day or week.


ALSO:  no hurt feelings, please!  If your suggestion gets downvoted, that's just part of the process.

ALSO:  just because a suggestion has a zillion upvotes doesn't mean I will necessarily implement it.

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