One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#76 Re: Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-25 22:22:17

Latest update from Jason was incorporated into the mobile version today. Had to knife my own children to verify that the new medicine would work correctly. Gruesome job, this... should have had some Santan bots to knife instead  wink

Keep sending me your email addresses, so I can invite you when the beta goes live!

#77 Re: Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-24 11:57:00

Uncle Gus wrote:

You are planning to release it for android, right?

Definitely. We haven’t solved security yet though and Android is inherently much less secure than iOS. We figured we could run beta test earlier if we just went with iOS first and let Android wait until we had security in place. But there is value in numbers, so if there are many willing beta testers on Android, we would need to have that in mind too.

The OHOL player base seems to be strongest in the US, and iOS is very strong there compared to the rest of the world. This also played a part in our planning.

#78 Re: Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-24 10:05:27

aowen wrote:
Uncle Gus wrote:

Oh, what a tease. I'm on android.

Same here, or else I'd sign up.

It’s more work, but if there are a lot of people like you guys, then we should probably see if we could make the beta available also on Android. No promise though at this time. There’s only two of us working on this project smile

#79 Re: Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-24 08:33:28

Joriom wrote:

Forget testing, why would you even develope for iShit?

My kids asked me to. What father could say no to that?
wink

#80 Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-23 18:04:09

Christoffer
Replies: 42

We are getting pretty close to a viable release for iOS and Android, but it would be very valuable to try it out with more players before we go live. So we are asking for volunteers to try out a beta version starting in roughly a week from today (give or take a few days).
We will be distributing the beta version through Apple's TestFlight system, so for this test you will only be able to use iOS devices, I'm afraid. (minimum recommendations: iPhone 5s; iPad3; iPad mini2)
If you are interested, I will need to send you an invite through TestFlight, and for that I need your email addresses. You can send a message privately using the forum's email function.

Hope there's a lot of interest. Answer with any additional questions you might have.

Cheers!

#81 Re: Main Forum » The bigger biomes idea » 2018-06-20 22:03:09

Hmm, not sure I like the idea of procedural generation in OHOL. No offense, Kinrany. One of the major selling points for me is the personal attention to detail that Jason is putting into this game. That every little item and transition is hand made.

Also, from a game building PoV, it’s very appealing to be able to make so large improvements without having to change the game mechanics.

I will keep an open mind, but I’m not sold on procedural crafting. I just don’t think it would remain OHOL anymore with a change like that.

#82 Re: Main Forum » The bigger biomes idea » 2018-06-20 12:10:16

The same people who baby suicide today would continue to do so, but I don’t think the rest of us would start to do it. For me it seems that the reasons people enjoy the game today, would be strengthened. The shared challenge and the small groups bonding to survive is there, but there are also more possibilities for interesting play further up in the civilizations.

The idea of seasons is interesting (if they last for many years that is), but there is no reason to go there until the content is sufficient for each biome/season.

#83 Re: Main Forum » Little things that need fixing. » 2018-06-19 14:33:03

YAHG wrote:

What if floors just lessened the effect of the environmental tiles sorta like how houses and stuff work irl?

@Anshin, YAHG, Izzytok
Regarding floors and temperature, please have a look at my June 19th post in this thread and let me know what you think: https://onehouronelife.com/forums/viewtopic.php?id=1544
Also mentioned in Jason's CORE thread: https://onehouronelife.com/forums/viewtopic.php?id=2184

#84 Re: Main Forum » What's missing from the CORE experience? » 2018-06-19 14:10:10

Flintstone wrote:

(The one mechanic which requires improvement is weather/environment conditions of each biome, and how houses/shelter and clothes could play a clearer role in survival. I will write about that in a different post)

I wrote that other post now, but I put it in the original thread for discussion of temperature vs food consumption: https://onehouronelife.com/forums/viewtopic.php?id=1544 (scroll to my post from June 19th)
The tldr is that the mechanic for regulating food burn needs to be constructed differently. I feel that mechanic affects the game very much, and it needs more developer love than what it has received.

Izzytok wrote:

Also one thing I feel is missing is an incentive to make buildings. Currently making shelter is just a sucky waste of time.

Having walls contribute more clearly to reduced food burn is also covered in that post, so please have a look.

#85 Re: Main Forum » Food Consumption vs Temperature » 2018-06-19 14:01:23

Jason's new thread on CORE made me want to revisit temperature again. Better to do it in one of the original threads than to start over, I'm thinking:

So, some time ago I stated that I was going to put some time into coding a more fleshed out system for the temperature, but then I never reported back. I did quite some research and actually put some of it into code:
- find out if the player is outside or inside a house
- if inside, shelter against wind and sun.
- treat heat from fire and heat sources as radiation - not conduction. If there are heat sources inside, then correctly calculate the temperature difference between inside and outside.
- if outside, get hit by wind and sun in addition to temperature
- improved model for clothes warmth and protection (e.g. don't let your clothes affect temperature and heat transfer for the tile you are standing on)

I found that wind and solar radiation were important to supplement pure temperature. Otherwise houses would have no real effect, and clothes would not have the correct effect in Snow and Desert biomes (which they don't have today).

This may sound overly complex, but it actually boils down to fairly small changes: biomes get wind speeds and solar radiation intensity in addition to base temperature; clothes use Clo values instead of insulation, but those could be calculated from the current data.

So why didn't I finish this job? I got to the feet when I realized that my approach would not solve the problem completely after all. Feet are the one body part which is touching the ground, and therefore needs to be treated differently. Walking in snow or on desert sand without protecting your feet will kill you (so will running naked in the desert, but not for the same reason). Also, floors should have some meaning, even though they don't affect temperature. This made me think wider and my eventual conclusion was that temperature is not by itself a good mechanic for governing survival (food burn). A few examples to illustrate my point:
- if you have clothes on while standing close to a fire, you may die from the heat. It's a bit unreasonable to assume that people who use both clothes and fire would accidentally die from it. Same situation for fire indoors or on a floor tile.
- in the warm desert, it's best to run around naked. In reality, you cannot survive a desert trek without clothes. So clothes and shelter ought to be paramount for survival in the desert.

And the conclusion: Any tech players use for survival should be assumed to improve their situation. Clothes, heat sources, houses, (future air conditioning, medicine, ...) should all be weighed in into a measurement which reduces food burn. To try to balance this measurement as cold-perfect-hot is not really a good model, and it will fit increasingly poorly as new technology gets added to the tech tree. Is vaccine hot or cold? No. Does it improve survival? Yes.

The simplest model would be to just have a single 'Tech' score for a player, and have clothes, walls, floors, heat sources, vitamins... all add something to it. It's impact on food burn should probably be a logarithmic curve. I don't know what the best visualization would be. Maybe colors or a value? Something that more clearly is showing what your current food consumption per minute is.

A better model would identify a limited number of 'Dangers' in the environment (different per biome) and let different tech protect against different dangers. Clothes offer protection against cold, wind, sun/heat; walls against wind and sun; fire against cold, (medicin/vitamins against sickness in the future) and so on ...
Still, the visualization should remain a single indicator of your current food burn.


So, what are the rest of you thinking? I think it's correct to have food burn vary with what you are wearing and what your surroundings are. I just don't think balancing temperature does the trick.

#86 Re: Main Forum » What's missing from the CORE experience? » 2018-06-19 08:38:53

Here's a big one, which I think could make a world of difference.

TLDR: Much more variation in the game, by making biomes larger and making it possible to survive and thrive in each single biome.

Players are bonding together in the face of common challenges. In OHOL, the challenge in young settlements is to have enough to eat. This works quite well, but once the settlement grows to a town, the mutual challenge largely disappears. Also, the hunger challenge follows roughly the same script in every settlement: each camp has green, swamp and desert biomes, plus savanna nearby.

I suggest your next content package should focus on making it possible (and interesting) to settle the Snow biome: ways to eat seal, penguins, fish. Build igloos. Dog sleds eventually, but that comes way later in step three. In the Snow biome, clothes and shelter should come first (and be easy to make, at least the entry versions). Focus on hunting/fishing rather than farming, and on keeping the calorie requirement down. Quite different from the regular farming, I think, which is why I suggest to start with Snow.

After Snow, maybe take on Rocky, then Desert, Savanna, ...
Once all six have survival potential, you make the biomes much larger than they are today. Increasingly, being born into a new settlement will not be the same experience over and over, but a varied one. Settlements on the borders between biomes would add to the variation, but would no longer be the only possible way to build.

As the second step, make each biome have certain resources and higher tech opportunities that are exclusive to one biome, or to a minority among the biomes. These should serve to make the developed towns also differ from one another, and to make the third step possible:

Third step: Transportation together with higher level tech/upgrades which require components from two different biomes. At this stage the towns build roads and/or carriages in order to come in contact with other biomes. Hopefully they find neighboring towns, but otherwise they can create new settlements themselves. Trade and conflict can happen at this stage.

The beauty is that OHOL already has almost everything needed for this in the code already. Mostly it's just about adding more branches to the tech tree. The large plan is to make every type of terrain add more to the fun than what is the case today, but it can be implemented through the weekly content updates. It doesn't all have to come at the same time. And every week there will be something uniquely new to experience, for many weeks to come.

(The one mechanic which requires improvement is weather/environment conditions of each biome, and how houses/shelter and clothes could play a clearer role in survival. I will write about that in a different post)

#87 Re: Main Forum » Re: improved lineage ban; bring back bad mother code? » 2018-06-19 05:03:57

Anshin wrote:

Abandonment is bad but baby suicide is just as big a problem, if not bigger because you have no control over your daughters running away.

This part of your post is, at the moment, quite untrue. When a baby suicides, there’s more where that came from. It has almost zero implication for the two players involved (mother and baby). The mother can play on as if the birth never happened.

Baby abandonment, on the other hand, has a big impact on the baby player. It’s like a denial of service attack from the mother player. For new players, it has the potential of turning them away.

I agree with the rest of your post. Your idea with fertility planning is likely a better approach to solve the problem. That said, lazy or unknowing players might still cause a lot of baby abandonment, so it would be best to also make new players and ‘bad mothers’ have less babies.

#88 Re: Main Forum » Re: improved lineage ban; bring back bad mother code? » 2018-06-19 04:13:17

Baby abandoning is a bad thing. One other possible way to curb it is to introduce a max number of babies per mother, or alternatively make the probability curve for having a baby decline with the number of babies you have already had (same effect, but not as deterministic)

Have to make babies more valuable/scarce, I think. This affects the game difficulty for the mother too. Getting too many babies in rapid succession is problematic for most players.

#89 Re: News » Update: Good Eating » 2018-06-15 23:37:20

No, the greatest motivator has always been laziness, or strive for comfort. Washing machines, cars, computers, ... they were not invented because they were needed, but because they save labor. Good food increases comfort, so I’d say new food items fit the bill. Electric pumps fit if they save labor once they have been built. Necessity is not a requirement smile

#90 Re: Main Forum » N/A » 2018-06-14 13:57:41

Thanks, Lotus. That was lovely. <3

#91 Re: Main Forum » Seed problems? » 2018-06-14 12:58:11

I would like to voice support for the ideas of pouches and pots for seeds and other small items. They could work similar to ponds, which you can take from, but also put more into. Maybe it would even be good if there weren't any individual seed objects in the game (meaning you need to have a pouch or pot to pick seeds into - you can't hold them or put them on the ground individually)?

Ultimately, it would of course be even cooler if the pouches were clothes items, so you could wear one or even two.

Jason, don't you think there could be a way to utilize your implementations for categories and patterns to easier make individual assets for pouches and/or pots for all seed types?

#92 Re: Main Forum » How to grief effectively - a strategy guide » 2018-06-14 11:44:33

That's a novel view, which I hadn't considered before, scOrp. I hope you get the professional advice from griefers that you are looking for. Cheers!

#93 Re: Main Forum » Improved Recipe Page on onetech » 2018-06-13 15:29:23

ryanb wrote:
jasonrohrer wrote:

Wow!  This tool just keeps getting better.  Amazing.

So, in a recipe, when there is more than one way to do things, how do you decide?  Like, for the squash chopping, it can be either a hatchet or an ax.  It shows the hatchet.  Is this because it's the shallowest option in the tech tree?

Right, it prefers shallower options.

Also, the ingredients at the top of the recipe page are determined by either natural resources or tools. A tool is defined by something that can be used again after the recipe. So a clay bowl is a tool if it was used in the recipe and you end up with one again at the end.

Great design, ryanb!
Really helpful when you're trying to grasp new content updates. Thanks!

#94 Re: Main Forum » bears out » 2018-06-13 10:59:06

pein wrote:

i actually fed him with mutton meat, and wasnt hungry anymore, doesnt even seem to follow me, i didnt step on same tile but was going away

Yes, that's the correct way to render bears harmless. Fed bears don't hunt and kill players.
obj_631.png + obj_569.png => obj_645.png
Bear + Mutton => Fed Bear

You can make a Fed Bear angry and homicidal again by shooting it.

#95 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-13 07:29:16

jasonrohrer wrote:

Well, you could allow the client to type any character, but then just process the western alphabet to force upper case for just those 26 letters.

That sounds like a possible way. It would have to be quite more than 26 letters though. Don’t forget that most Roman languages use more than the A-Z subset of the alphabet. ÜÅÄÖØĘÊÆÑ... It would look strange for Europeans if almost all characters were caps, but a few were not. So the font would need to support them all, and then we would have to make sure to catch them all and convert them to caps. Some work required, but not impossible.
We would have more problems with the Slavic languages, though, which use the Cyrillic alphabet. At least Russian is among the top 10 to support. Japanese, Chinese and Korean don’t share characters with Roman, so with them we could follow different rules, but the Cyrillic alphabet shares several characters with Roman, like AEKOCX. I guess it’s possible that these have a different encoding than A-Z, even if they look the same. I would have to find that out (or maybe someone on this forum knows?)

#96 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 16:16:57

But always using caps means that people can’t YELL at each other. We can’t have that.
No, seriously, It’s more the use of other alphabets which made us realize that we can’t use a white-list for allowed characters. Mandarin would kill us.

#97 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 15:56:13

jasonrohrer wrote:

And to further prove how much I believe in the public domain, and that I really had no hand in this, just look at that chat font!  Ouch! I'd never make a font that's so easy to read.... smile

Hehe, that font was actually created by my father many years ago, so we can use that for free as well smile
https://www.myfonts.com/fonts/linotype/feltpen/

#98 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 12:29:45

Izzytok wrote:

I always thought the game seemed really fit for a mobile platform.

If it had all the features of the original game, played well and got regular updates 20 bucks would seem like a steal. Personally however I'd never pay more than 3 bucks for a mobile app.

That is the situation for mobile games. People really expect to pay less than real value. This means that games have to sell a lot of copies in order to break even (but less in this case, because of Jason's work).

Izzytok wrote:

Any amount I'd pay would have to come under the assurance that you've made right by jason though.

This makes perfect sense to me. We'll let you know more before the release happens, so you won't have to worry about us somehow ripping him off.

#99 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 12:00:07

Anshin wrote:

Will Jason be getting any of that money?

We'll need to ask him before posting anything that involves his economy. I hope to be able to answer later, ok?

#100 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 11:47:44

Uncle Gus wrote:

Huge news! Very exciting! Can you give us a ballpark figure for app price?

Glad you think so, Uncle Gus!
It's a bit too early to make any promises, so I'd rather not. One thing that's true for the mobile games market though, is that people demand a lot of value per dollar. So I think that it's safe to say that it will cost less than what it's worth. wink

What would you guys think that people would pay for a mobile game like this, if I may bounce the question back to you?

Board footer

Powered by FluxBB