a multiplayer game of parenting and civilization building
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Amon wrote:I would say it might be interesting if the banner making process were slightly similair to how it's done in minecraft, rather than textual.
...Sorry for the late reply, this is all well and good with the pattern-making building on from templating, similar to crown-making, however the part about it being similar to Minecraft jumps out as being a bit off, as there’s a consistent theme for lack of minimal UI. So keeping this in mind, I’m not quite sure how the diagonal, chequered, or etc. patterns would be made. Also, such a process would need to be simple enough for appropriate ease of replication with regards to the current tech level.
Perhaps if you've read my post more thoroughly you'd notice I wasn't even slightly suggesting to have a crafting UI system like in minecraft, but that it should be remiscent of minecraft with the use of different dyes and game-specific stencil designs instead of simply being a textual descriptor.
The background pattern could be easily be just simply cycled through with a characoal drawing before you stencil on an animal or letter stock. How you colour it orderly I already explained.
It's the standing theory most people agree on at least.
'We're rebuilding society' afterall
This isn't Ancestors: The Humankind Odyssey. Iirc OHOL take place after a civilisation collapse, this is why a lot of things don't follow natural progression, because a lot of technology and knowledge is still in the public consiousness.
With technology consider this. We could perpetually live modest lives if water were more renevable, but once higher technology starts, it cannot be stopped and only perpetually develops faster and faster and faster.
Ships of the line lasted for hundreds of years. Ironclads lasted for around half a centuary. It took a pair of decades for dreadnoughts to turn into the monster battleships of world war two, and within 5 years airforce dominance over naval warfare was estabilished.
Robotics are a hundred years old. The space race is half a centuary old.
Technology is super young, but it is a race that goes perpetually faster, just like in Ohol.
Consider in what state we lived 600 years ago.
or...vaccines!
At least out of those foods, you can stack multiple on a tile, so you can bring a plate of beanboys to a workplace without causing clutterissue while simultaneously feeding the many.
As long as they remember to return the plate for a new batch.
Carved pumpkins could wilt, and then you can dump them onto the compost.
Plenty of changes were molded by player suggestions.
Plus, this is a pretty neat idea, I want it discussed more even if just for fun.
My dear people and gamers, have you ever written down your life experiences in OHOL and decided to share them elsewhere? OF COURSE, whitout ever telling anyone that it is OHOL of course. That it is just a game.
Well, what kind of responses have you've gotten?
'What game of throne's drama is this.'
'What? I thought it was really happening to you and you have some kind of weird family.'
Some responses were pretty fun. But I do suggest writing down your one hour one life family lives. If only just to marvle at how intriguing they end up being.
And when you share them to others, they might just wonder how great of a story it would make if you rendered it into a book or a plotpoint somewhere.
Like battle royale princesses in a tower.
Very adorable! And finally some more uses for candles! I wonder how frewuent the masks would be off season.
I wonder if this means that we might get good foods like pumpkin seed oil. (it's very great as dressing on tomato-onion salads and on icecream!)
I would say it might be interesting if the banner making process were slightly similair to how it's done in minecraft, rather than textual.
First you make your pattern plan. Perhaps some easy partitioning like plain colour, quartering and horizontal, diagonal and vertical half. Combine it with an item of choosing. Wolf skin for wolf emblem, mouflon hide for mouflon, carrot for a carrot, bear pelt for bear, rabbit skin for bunny. Rose for a rose symbol. Sheep skelleton for horned skull, human skelleton for human skull. Perhaps even include hats in an emblem why not.
Then you run your banner plan through the dyes you want it to include. The fields are coloured with a LEFT-top to BOTTOM-right priority with the emblem coloured last.
It would be pretty fun if you could not only attach it to property fences, walls and just stick them on the ground. It would be pretty nice if you could carry it to battle, your friends around you will have certain bonuses like longer bleedout timer perhaps or betterish speed.
Splendid. Candycorn for corn might actually be a good one.
Perhaps I should join in, making icecream and popcorn for days.
Love those suggestions, bring me some more candy.
Thank you!
Tinypic sadly is rip. However if I make any new developments I may update the gallery with new fleshwerewolves. Probably after Candyland.



Maybe. Didn't finish porting over the trunks yet. Regardless.
The style will be consistant with this. Overly saccharine. Unlike One hour one howl, I'm not trying to imitate Jason's character style.
Ideas:
All wood is candycane.
Seal is gingerbeead. Seal coat is... gingerbread coat!
sheep is cotton candy.
Water could be...chocholate? Grape juice?
Gooseberries are Mnms?
Jawbreaker stone?
Cracker flat rocks?
Clay is definitely chocholate.
Pine needles are chocolate/rainbow (those things you decorate toppings with)
Pine trees are cookies. or should also follow the wood candycane motiff.
So many decsisions. Suggest your own so you cut me some slack thinking really really hard.
Doing ground textures next.
The number stopped being an issue the moment you were able to bank in a lot more lives than one per hour.
I'd say yes, let it go.
It's long overdue. there's better pressures at stake nowdays.
Also that's interesting, at any possible time while playing, one third of players would be a mod user.
One out of every three people. either that's a lot, or that's a little depending on the perspective. Like the woe the griefer that uses mods and think of the nonmod users.
Or an underwater mod where everyone was a fish or a mermaid....
Don't give me ideas Jason, I already made a werewolf mod haha. Candyland sounds easy and feasable right now.
It should be the same thing. A hatchet is just a primitive axe and an axe is a definitive upgrade to a hatchet.
It doesen't make sense that a person skilled in using a hatchet would be 'erm, what do i do with this' with an axe.
Yes Adding rocks to tools would be utter rubbish. Especially due their multipurpose nature in cooking, smithing, skinning, building, and everyone might as well reserve a few tool slots for rocks.
Perhaps sometime in the future, when we have enough distinct tools, we could actually have distinct tool branches. Perhaps learning from the same branch (medical, smithin, building, carpenting, cooking, gardening etc.) would take less effort to learn? Hm? At that time skill points could be reduces.
Plus, it makes much more sense that a person that knows how to sew would know other skills relating to sewing.
Rather than having to find a cook that knows how to operate an oil rig.
I like this overview of an incoming update.
I am curious, if transisioned same items are the same tool. Would similairly working items like the axe and hatchet count as the same skill slot as well?
I think the problem of niche tools could have been fixed by simply giving it more practical, important advancement uses, alas. It's easy to think that most people will pick up mainstream tools like axe and shovel, so spending some skills for niche tools might end up saving the village regardless, or give you a special slot/importance in the village.
Naw Jason, don't diss on minecraft signs ;P . If you've been to 2b2t you'd know that those freestanding signs that survived griefing prove as a rather cathartic recording that seems more like the written remnants of a public consciousness. Especially if their writer has been long gone. Graffiti will laways exist, it existed 1500 years ago too.
And no less are signs part of RTGames' builds where people try bring forth a message to say, always, or make giant lists of people who've left a mark there. Those are fun recordings and important to historians in rl too as a deep dive into a person's consciousness. Think elaborate cathedrals are minecraft aesthetic builds? Wrong, it's the jumbled up mishmashes that been present since day 1, and 'littered' up with signs on every corner.
Honestly, even because signs are hard to make, doesen't make they'd suddenly start litter up the whole countryside. Just because it's easy; or cheap, or free, doesen't mean it'll be common, we've got plenty of ohol tech to prove. At most I imagine some person will make it their pet project to litter part of the map with some song lyrics or the bee movie script.
At best, people will label houses or streets and make life much easer.
But the only thing I can think of on making it easier is to make skever shaving more sensible... A single skever could give 3 letter blanks. And when you try to get the '-' letter you actually get two instead of having this baby carrot deal of chipping an entire skever into a smal smal smal wood chip.
As we know, most players don't go far much, so for those few that do go out and munch on wild foods, well... they probably don't contribute that big of a fragment to the eaten berries.
Gooseberries are a food that were heavily reinforced to new players as the de facto food to eat by both other players and the especially the tutorial.
The menial task of tending berries perpetuates grazing. Since grazing is a reinforced habit by some, they expand the patches under the pretense of feeding sheep. When sheep don't really need that many berries to begin with, it's actually the munching that's supported by bigger patches.
Probably increasing the cost of cultivating gooseberries won't curb the need to plant it. As those that perpetuate that behavior are fine with being ineficient in the first place.
Removing all outlets that require gooseberries but really shouldn't might help. The composting cycle. Actually maybe even put a disturbance on carrots too. We can take it even further. Make pigs poo instead of sheep and lets see how then food dynamics change. Will everyone eat carnitas out of the bowl then?
IMO rabbits should've been left as is. But have their products decay since everything in their acquisition is renewable anyway. Have traps decay even and have a water cost along it.
That's always been something in game. An elder running to town in an early camp going:
IRON VEIN SOUTH, SLIGHTLY TO THE EAST. And then hoping people remember that after his death.
Was very much a staple activity even back then.
Love to see in game behaviours reinforced and supported with features.
Jason, why is the map on indigo paper?
Gooseberries are also a reinforced food in the tutorial, which must be played beforehand.
Jason should be targeting all the "free" food sources instead of just focusing on stuff like rabbits
Lets curbstomp the biggest offender in cuisine. Gooseberries. Most eaten food is gooseberries. Makes sense early in, however most of the arc is spent in civilisation.
Imagine how village dynamics would have changed if sheep just ate hay instead of bowls of gooseberries and carrots. And if compost required something else than gooseberries. It is the only reason why we keep those around either way.
Maybe then other foods would be more aprechiated.
I don't really like the rabbit change. For how much food is produced via hunting, if you make a dedicated cooking station you'll cook through it swiftly and just distribute the longears throughout the village for lunchtime.
Making rabbit clothes less useful would be great, considering we have a nice tech advancement limit on the time when we can acquire a loom.