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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » Big change incoming: animal attacks can happen on non-empty tiles » 2020-03-25 12:56:11

Maybe if bears didn't linger for almost forever it would be more tolerable. Feeding them meats is now quite a lot more dangerous of an activity now.
It would be more tolerable.


It feels like wolf farms will be a hella lot more dangerous now as well.
Would there be any chance to have users craft something to lower the danger of such an activity to compensate for added difficulty?
Like crafting muzzles or padded armours?

#27 Re: Main Forum » Graveyards » 2020-03-21 08:33:06

Oof. It's not that hard to find flat rocks. Even in the rift when all resources were highly limited. We were able to quickly organize roads to connect my Villa in the far west to the town in the far east with the airport in between somewhat north.

And there were still so many flat rocks left to be used.


Guys, stop pretending that flat rocks are rare to get in an infinite world. They're not.

#28 Re: News » Update: Table It » 2020-03-06 23:04:06

Wonderful quality of live improvements. And think of all the new possibilities with the new system.

#29 Re: Main Forum » How about making one week without tool slots and race restrictions? » 2020-03-06 09:12:39

Whatever wrote:

Btw what you call "forced restrictions" is really subjective it's like saying in real life i want to learn baking, smithing, tailoring, astrophysics.
You can learn all of these things if you want, there is no magic barrier that restricts you
for example:
Galileo Galilei was an Astronomer Mathematician Astrologer Physicist Polymath Philosopher Engineer

Just hopping in to say.

Astronomy, mathematics, astrology and physics and engineering are all related skill groups that benefit from each other in one way or another, most notoriously from mathematics and physics.
Polymath isn't a skill but defines a person that has multiple skills, if you look at other polymaths you quickly notice most of their skills are related in one way or another wit ha sprinkle of philosophy. Leonardo da Vinci was a painter and sculpturer, but also an architect, engineer and inventor, same stuff here.

All of these skills together are more comparable in OHOL to being both a builder and a wall painter.
To be both the smith and engineer.
To be both a farmer, herder and the cook.

Which aren't that hard in the stretch of the imagination. Now surely Gallileo was not a woodcutter, labourer, botanist, doctor, pasty maker, theologist, horse breeder etc.
You can be everything you ever wanted, except for the things you don't.
And that might just mean nothing in OHOL.

#30 Re: Main Forum » Art: Ohol vs Survive Together » 2020-03-03 08:02:43

sigmen4020 wrote:
Amon wrote:

Get a professional artist, that's what I'd say. Unless the early flash game aesthetic was intended.

I wouldn't even say OHOL looks ugly in any stretch of the imagination. It has style, coherent and streamlined. The characters may look a tad too outstanding provided the environment they live in, but suppose they should stand out. The only thing I can say to Survive together is my opening statement. I'm perplexed why the question is even asked, especially if the assets are mere placeholders?

The reason I’m asking this in the first place is because the dev of Survive Together is claiming that the art in One Hour One Life is worse than the art in his game. I disagreed holding the opposite view, and long story short decided to put it to a poll. If the dev didn’t make such a claim this post wouldn’t have been made.

This is the thread in the Steam forums where he is making these claims (he goes by the alias Jeck):

https://steamcommunity.com/app/595690/d … 574573395/


Your first line sounded as if the dev was posing a poll, oof. Nevermind.
However, the comments on the forum really made me think what kind of artistic sense the person has.


Also, Spoonwood. Minecraft doesn't have shit graphics and the blockiness is part of the aesthetic the people want and desire, even if it is just a result of the game's core mechanic.
There so many different texture packs and model mods that specifically go around to tweaking how the creatures, environments feel, even subtle changes like connected textures on vanilla.

A sense of security is probably the least of reasons why players play such games, it may very well be personal to some people. But most people play AAA games with AAA graphics.

#31 Re: Main Forum » Art: Ohol vs Survive Together » 2020-03-03 00:35:56

Get a professional artist, that's what I'd say. Unless the early flash game aesthetic was intended.

I wouldn't even say OHOL looks ugly in any stretch of the imagination. It has style, coherent and streamlined. The characters may look a tad too outstanding provided the environment they live in, but suppose they should stand out. The only thing I can say to Survive together is my opening statement. I'm perplexed why the question is even asked, especially if the assets are mere placeholders?

There is a beauty to ugliness indeed, but there is no surface ugliness to something that's beautiful. Art Brut shows the naivety of artists that can still capture one's visual interest.
Why are people sick and tired of 3D movies? Why? They don't distinguish themselves anymore, it's the same facial design doctrine of big eyes, big nose rounded features over and over and over again. Why are we getting into the process of tiring from pixel art games?
What even interests us anymore. Visuality is key.
Perhaps with the current graphics interest may be caught by a fluke, yet modern-day gamers are highly interested in superb visuals.

#32 Main Forum » Stream modding. » 2020-02-27 18:21:58

Amon
Replies: 2

Curious, if I would stream texture making for OHOL's one hour one candy mod, would people be interested in watching and tossing suggestions along the way?
I do have an art twitch, haven't streamed art in ages.

#33 Re: Main Forum » Family professions. » 2020-02-23 09:50:51

This is a very nice separation of skills.

#35 Re: Main Forum » Sister-Wives, should sons marry their sisters? (for gene score) » 2020-02-20 07:57:01

Well, historically, before the advance of, men figuring out if they do the dowith a woman, it makes a baby. It was mostly the uncles who filled in the emotional paternal role for the children of their sisters.
Can still see this to today with the cool/fun uncles.
I can easily see how, having some more personal bonds with your relatives can convince the newborn newcomers to play along in an equaly caring relationship, perhaps even to stay and do better themselves.

It's the people interactions that make the game, the fluff is just fluff.

#36 Re: Main Forum » Living the dream. » 2020-02-19 14:53:17

It's the small stories like this that make OHOL a most unique game.

#37 Re: Main Forum » Tool slot and race restriction overhaul suggestions » 2020-02-18 08:08:49

Having them separate in profession is a lot more elegant in my opinion, plus over time as tech improves, so will the jobs improve with more tools. (Vaccines when?)
Most people end up doing one job in their life, this mechanic would perfectly align with that player behavior and reinforce/limit it.
Having some extra tool slots come from the gene score would now be a boon
Instead of people keeping their gene score low for a tolerable amount of tool slots.


Also I would seperate builder and carpenter.

#38 Re: Main Forum » Walk Away, Jog Away, Run Away ... Permanently » 2020-02-14 18:16:17

Spoonwood wrote:
Amon wrote:

Your existence here, since the dawn of multicellular life, has been the result of unspecified organisms cloning themselves/female organisms having offspring, and though most of it, it wasn't a choice, neither was it consented. It was simply winning in this certain thing called living, or rather:
Most animals, if even, do not choose to not have offspring, they just do. Multiplying, in essence is as basic as is existence itself. Sex is good and fun, in fact, most living creatures do not correlate sex with offspring.

And OHOL presents this mighty well.

It's a game with people in the future.  It's not a game with the evolution of all lifeforms in it.  There is also no such thing as sexual reproduction in OHOL.  It's all done by means of a computer, and the entities involved are a constant computer programming running, and players logging in.  So, no, it doesn't present any such thing well. 

There still exists forced reproduction though.

Ah yes lets also not forget the forced walking, forced sheep shearing and forced iron.
It's called coding, spoonwood.

#39 Re: Main Forum » Walk Away, Jog Away, Run Away ... Permanently » 2020-02-14 16:00:21

Also, I think fish meant, why are you on the forum, not existence itself. Suppose you only do to keep spreading the message, but from what I've seen, only you think this way. You might have better success to just forget OHOL exists and move on to something else that will give you pleasure in playing instead.
And well, if you are so adamant on making people leave, well... That's something for others to decide, Spoon. ^^" If they had an inherent flaw with the mechanic, they would have left eons ago.

Your existence here, since the dawn of multicellular life, has been the result of unspecified organisms cloning themselves/female organisms having offspring, and though most of it, it wasn't a choice, neither was it consented. It was simply winning in this certain thing called living, or rather:
Most animals, if even, do not choose to not have offspring, they just do. Multiplying, in essence is as basic as is existence itself. Sex is good and fun, in fact, most living creatures do not correlate sex with offspring.

And OHOL presents this mighty well. Whether you find this unjust of a system or not.

We may be able to build cars and engines. However, most of animal life, do not connect sex with offspring. Even us, humans did not correlate one with the other for the longest period of our existence. Giving birth was... simply a thing that happens during growing up. That's what happens in OHOL as well, during growing up, through various stages of your life, you give birth.
Birth is just another segment of existence, of living.
And that is how it was seen. By historic humans, by animals, how it is like in OHOL.

#40 Re: Main Forum » Walk Away, Jog Away, Run Away ... Permanently » 2020-02-14 08:20:58

It's...not really without consent.
You consent to give birth whenever born as a woman when you turn on the game on, if you're gonna raise them or not, it's another question entirely.
it's a core mechanic without which, the game would be... Not OHOL.
Now before people go down my throat on consenting to silly things like getting murdered- Well it's a possibility. However OHOL is still OHOL without murder.

OHOL would not be the game it is, if you were not the parent of somebody and/or somebody's child that's another player, and live in what we call, attempted civilisation.

#42 Re: News » Update: Who's Who » 2020-02-09 09:40:35

The last option might introduce kidnapping for followers, which might be fun every so often, it might actually just become the de facto way of gaining followers...by stealing people's babies to name them. Which would get obnoxious quick.

#43 Re: Main Forum » OHOL fanart » 2020-02-03 08:51:08

Those are very cute and nice.

#44 Re: Main Forum » *Suggesion* Naming people rude names is insta curse » 2020-01-27 20:42:15

Fatima happens to be a very common female name...

Thing is, this won't happen, we already have the name whitelist to do the sorting for us, having some extra mechanic probably won't even happen.
Just curse your mom when you're old enough to utter her name.

#45 Re: Main Forum » The Ideal Capital City » 2020-01-19 20:36:36

I would scatter the homes through the city, well not IN the city, but outside of it. Have them form little villages say...next to the smithy, the farm, same near the kitchen.
So that people are never really far from either home or their job.

"Hi bb" "We are farmers, house is here, look."

A while ago I pondered about ideal house sizes depending on wastefulness.
If each house had its own crockpot and a communal soup garden, things could turn out quite well.
Or a chest and a cart-man would deliver food and plates to and from the kitchen.


These things, however, are mostly based on the mentality of players. Not game mechanics.

#46 Re: Main Forum » The Ideal Capital City » 2020-01-19 18:20:57

I'm curious how a housing system would work as well as inheritance of property in a continuously changing environment of people.

#48 Re: Main Forum » *Suggestion* Free the horses! » 2020-01-18 09:22:32

What about dog sleds!

Chihuahua sleds for days.

#49 Re: Main Forum » What is OHOL's Genre? » 2020-01-16 16:54:15

"any kind of game system to interact with"

OHOL has lots of interactive systems. The game also has a goal, a win and loose condition, it's surviving against the odds of other players, the cluttering of civilisation and the degredation of the environment.

A walking simulator is a game that lets you roam a location and, things within a game are scripted to act upon you. You have minimal to no interacting posibilities and the games are more geared towards guiding you through a story.

#50 Re: Main Forum » Do most of new players give up because they can’t do anything? » 2020-01-14 22:40:27

Occasionally hopping back in to play.
The experience isn't satisfactory.

Most of the time I've been born to a mother on the run to a Belltown,
and likewise had given birth to more children (which stayed, including brand new players) just to be on the run to this mythical place.
It's not a good environment for a new player.
Running running, not much doing, not much interacting and most likely getting lost and starving to death.

Some reminder.
The advancement of technology is something that does not concern new players, only old players. New players get excited about making soup and some bizarre situations that occur, they're still learning and a complex recipe is out of their reach for QUITE a few play sessions.

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