One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#101 Re: Main Forum » Why make potatoes » 2018-06-12 11:30:43

Izzytok wrote:

I agree, maybe just have it require a single shovel use, then it can be picked up by hand. The way things currently are with the graves and whatnot, if you wanted to farm potatoes you'd also need to have the smith make shovels full time...

Single shovel use sounds like a good idea. Maybe also allow hoes besides shovel, but then require 5 uses?

#102 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 11:04:24

Babsy wrote:

gl with your venture smile

Thanks, Babsy!

#103 Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 10:53:23

Christoffer
Replies: 21

Our little game development studio have quietly been working on a port of Jason's game for several months. It's starting to look really good and we estimate that we will release for iPhone, iPad and Android devices in July. Here's the current version of the app icon:
one_icon_256-178.jpg
Note that we are not doing anything without asking Jason's permission first, including this announcement.

OHOL fits touchscreen devices very well. In fact, I would say that the user interface we have come up with for the app will be easier even than the two-mouse-buttons interface for PC/Mac. Having no separate keyboard may be off-putting to some, but anyone who is used to texting shouldn't really have any problems.

Most of the experience will be similar to what you are used to, but there will be some differences. We will for example integrate family trees into the app rather than having them separately, and we will incorporate support for several languages. This means that we have to use different fonts, like in this screen shot (Chinese, Russian or Japanese would of course require different fonts):
stripe_prat-1532-1.jpg

Jason himself is not involved in the project. He made it very clear that he wants to invest all his time on perfecting the original game. Since coordinating releases on desktop and mobile would have meant extra work and less freedom for him to release whenever he is ready to, we came up with a model where he simply does his thing, and we take whatever he releases and update our app and our servers afterwards. This means that new content will appear first in the desktop game and that we cannot share servers. As towns typically aren't very large, our thinking is that this will not make a huge difference to the experience.

We also have some game concepts that we wish to try out in our version over time (sort of like mods), but we intend to keep one mode which is always as close as possible to Jason's. That's also the play mode we are releasing first.

Have a look at our web page if you are interested: www.dualdecade.com
You can also find links to our previous game there, if you want to verify that we know what we're doing. That game is free to play (with optional IAP to support us), but OHOL for Mobile will have a one-time cost instead.

I'll try to answer any questions you might have.

#104 Re: Main Forum » Battle of Three Families - Holding the peace. » 2018-06-12 08:32:15

Mirelli wrote:
Flintstone wrote:
Mirelli wrote:

Hello, my children. A few hours ago I spawned into a beautiful town completely devoid of life. I quickly named myself Eve Pond and raised all of my children in hopes that some would survive and help the village thrive.

Important question: Did you name any of your daughters ‘Amy Pond’?

My first two children were Rory and Amy Pond smile I think I had a Melody too

The Force is strong with this one...

#105 Re: Main Forum » Battle of Three Families - Holding the peace. » 2018-06-11 22:08:29

Mirelli wrote:

Hello, my children. A few hours ago I spawned into a beautiful town completely devoid of life. I quickly named myself Eve Pond and raised all of my children in hopes that some would survive and help the village thrive.

Important question: Did you name any of your daughters ‘Amy Pond’?

#106 Re: Main Forum » Tweaking the Respawn mechanic » 2018-06-09 13:56:40

Anshin wrote:

The three hour ban shouldn't apply to babies, they shouldn't be punished for being abandoned.

Any other reasonable tweaks to the respawn mechanic?

It’s not a punishment for the babies, as they are not invested in that settlement. Instead it’s a caution to the mothers and uncles, who will not get a second chance to have that player be part of their line.

#107 Re: Main Forum » The mono diet » 2018-06-08 19:25:15

Permanent bonus for eating a new food should achieve your grand sushi opening dream, Jason

Flintstone wrote:

A bonus for eating varied foods seems like a good idea. I have an alternative to keeping track of how many you have eaten of everything. Not sure it’s better, but it’s at least interesting:

A human needs a varied diet to grow up healthy. Remove certain building blocks, and people will become shorter or more often ill, shorter life span, etc. So imagine that ten of the hunger boxes are coded to ten different types of nutrition and the way to gain a hunger box is to consume a food item of that type. A diet of only carrots will yield an adult with fewer hunger boxes than one who has had a varied diet. People will live healthier lives when they get access to more food variation.

You could skip the nutrition coding and just give one hunger box for every new food, up to a maximum. Simple mechanic, but effective.

#108 Re: Main Forum » Feeling better about dying after 1H1L » 2018-06-07 18:51:47

That’s just awesome, thanks for sharing!
I saw something like this in one of the reviews: “this game will teach you more about the human condition than any book.” It may not touch every player as profoundly, but it’s an achievement that it does with some. Personally I enjoy reading the stories just as much as I do playing myself. Perhaps even more.

#109 Re: Main Forum » More soil types for different crops, to avoid monoculture » 2018-06-07 18:36:04

jasonrohrer wrote:

This is an interesting idea for sure.

I guess over time it would force the crops you grow to change as various natural soils run out.

Yes, plus it could also lead to some variation in which crops early settlements choose to go after.

jasonrohrer wrote:

Compost produces pure humus, which is a component in some other soil types.  Not sure how you can "make" different soil types by composting in different ways.

True, compost is pure organic material and soil is not. But the game already has composting generating soil, so it wouldn’t be more wrong than it already is. But let’s add some non-organic ingredients that are indigenous to the different biomes, if that makes sense: sand, clay, etc. I’m not an expert on soil, but this seems “accurate enough” to fit in the game, don’t you think?

#110 Re: Main Forum » The mono diet » 2018-06-07 12:40:21

A conversation with a colleague yielded a fresh idea on how to break up the mono culture farming by introducing more types of soil. I posted it in a fresh thread here:
https://onehouronelife.com/forums/viewtopic.php?id=2018

#111 Main Forum » More soil types for different crops, to avoid monoculture » 2018-06-07 12:34:16

Christoffer
Replies: 12

The way OHOL is coded makes it difficult to make crops biome dependent. But it would be easy to create several different soil types instead of just one, and then have different crops grow only on the right kind of soil. Most biomes could provide at least one soil type, while some could provide several types with varying rarity. There could also be new compost recipes added, to yield different soil types.

From what I can tell there are six soil types (https://learn.eartheasy.com/articles/kn … -soil-type):

Clay: Summer crop vegetables can be high yielding vigorous plants. Fruit trees, ornamental trees and shrubs thrive on clay soils.

Sandy: Carrots, parsnips and potatoes favour sandy soils. Lettuce, strawberries, peppers, corn, squash, zucchini, collard greens and tomatoes are grown commercially in sandy soils.

Silty: Most vegetable and fruit crops thrive in silty soils which have adequate drainage.

Peaty: Vegetable crops such as Brassicas, legumes, root crops and salad crops do well in well-drained peaty soils.

Chalky: Vegetables such as spinach, beets, sweet corn, and cabbage do well in chalky soils.

Loamy: Most vegetable crops and berry crops will do well since loamy soil can be the most productive of soil types.

#112 Re: Main Forum » Dying of starvation a few steps away from food » 2018-06-06 23:08:46

Flintstone wrote:

I also don’t like the overflow idea. I think it breaks the design and makes it more difficult for you to balance the game difficulty. Make a left-over item instead (or rather ten of them for 1-10 calories). Maybe there should be a ‘bowl of left-overs’ item too, where you can collect up to 10 calories worth of left-overs. If you put left-overs on the ground, make them decay and disappear fairly quickly. People should learn to take care of their left-overs, shouldn’t they? wink

If pie portions are too big, maybe make them a bit smaller (fewer calories) and add one more portion instead?

And once we get to paper making technology, we could make doggy bags! big_smile

#113 Re: Main Forum » Dying of starvation a few steps away from food » 2018-06-06 23:06:07

I also don’t like the overflow idea. I think it breaks the design and makes it more difficult for you to balance the game difficulty. Make a left-over item instead (or rather ten of them for 1-10 calories). Maybe there should be a ‘bowl of left-overs’ item too, where you can collect up to 10 calories worth of left-overs. If you put left-overs on the ground, make them decay and disappear fairly quickly. People should learn to take care of their left-overs, shouldn’t they? wink

If pie portions are too big, maybe make them a bit smaller (fewer calories) and add one more portion instead?

#114 Re: Main Forum » The mono diet » 2018-06-06 22:37:31

A bonus for eating varied foods seems like a good idea. I have an alternative to keeping track of how many you have eaten of everything. Not sure it’s better, but it’s at least interesting:

A human needs a varied diet to grow up healthy. Remove certain building blocks, and people will become shorter or more often ill, shorter life span, etc. So imagine that ten of the hunger boxes are coded to ten different types of nutrition and the way to gain a hunger box is to consume a food item of that type. A diet of only carrots will yield an adult with fewer hunger boxes than one who has had a varied diet. People will live healthier lives when they get access to more food variation.

#115 Re: Main Forum » Whoops! Actually, muder rate is betwen 2 and 6%, not 16% » 2018-06-06 19:43:44

Is it possible to remove all baby deaths from the graphs? Would be interesting to see if that changes anything.

#116 Re: Main Forum » Whoops! Actually, muder rate is betwen 2 and 6%, not 16% » 2018-06-06 16:40:30

That’s a relief. Still, it would be good to increase the difficulty in doing killing sprees. Killing is sometimes anti-griefing, but mass killing is always griefing of the worst kind.

#117 Re: Main Forum » Dark secret: the murder rate is 16% » 2018-06-06 09:45:07

Potjeh wrote:

How many of murderers kill more than one victim? I bet it's like 90%. I understand that there are valid reasons to kill someone now and then, but there's never a valid reason to go on a killing spree. Yet the material cost of a single kill is the same as killing an entire village. Murder should cost something so there's a limit on how much of it you can do. Make the damn weapons break on murder already.

+1 to murder weapons breaking.

#118 Re: Main Forum » Having some trouble with farmed food design » 2018-06-05 18:23:14

Back to the original question about having several different crops being useful in parallel:

1. I'm with Uncle Gus (and some others) in thinking that different biomes should be leveraged differently. Possibly crops would only grow in certain temperatures, or grow at different speeds? I do understand the difficulty, but I think you should at least consider it thoroughly (maybe you have already).

2. Different tooling could be one way. Maybe some crops require deeper digging than others, and require plows instead of hand-held hoes? There's value in giving more weight to the tech tree.

3. Number of food points per unit, vs cost of production. Storage is a scarce resource, so more effective food/unit ratio will sometimes be more valuable than higher total food points per resource/labor unit. And sometimes it won't be, which requires decision-making.

4. You have already covered different use of resource. Shortage of water -> grow A; shortage of soil -> grow B. If more biomes supplied different raw resources required for farming in varying amounts, this could actually end up solving 1. But then there should be rules about which biomes can appear next to each other (no swamps near desert, etc). Are there more possible raw resources for farming than water and soil? Maybe Barren Soil + Fertilizer = Fertile Soil, and desert and rocky only have barren soil?

As a ground rule for balancing, I suggest a predictable mathematical relationship between input (resources and manual labor) and output. Note that waiting time is essentially free as long as you have something else productive to do, and boring when you don't. You should be careful about considering time as a linear input resource by itself. If there is unlimited space to put down more bushes, and no immediate food crises, the time to yield matters little, while the effort and resources to plant matters a lot. If A grows 2x faster than B, and they are otherwise equal, then A is better than B, but definitely not 2x better. (I don't advocate instant crops though, as I think the game experience is heightened by for example seeing the carrots grow over time).

#119 Re: News » Update: Small Farm » 2018-06-05 15:46:34

jasonrohrer wrote:

Yeah, like a damp spot or spring where a well can be dug?

Something like that would make sense. If you prefer symbolism I guess that a divining rod stuck into the ground would also serve.
Unlike ponds, this item wouldn’t yield any water until you have constructed the well.

#120 Re: News » Update: Small Farm » 2018-06-05 12:04:03

I like the update with wells built on resource spots. I do think it would be even better if the resource item was separated from the ponds though. It makes sense to dig for water in the other biomes and not really in the swamp lands. A medium rare occurrence (more rare in rocky and desert) would make sense.
I also think shallow wells ought to be faster at generating water than ponds.

Good update. Curious about what the next will bring!

#121 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-25 14:54:50

sammoh wrote:

I came here to say that inter-tile communication is already possible and implemented in the game. I have built a stream pathfinding system using only transitions. 2HOL's bee hives also communicate with other tiles using honeybees to mediate the transaction.

Could you describe how the stream is implemented?

#122 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-23 10:54:03

(interesting that while I was composing this post, Pein made a post which also touches on several of the same concepts. Twice the reason to read them then wink)

jasonrohrer wrote:

The problem is that there's no limit on how many of these can be built in one area.  If wells produce X water per hour, then 10 wells produce 10X water per hour.  It would be hard to make the pump well 10X faster.  Even 2X faster is a lot.  So you could build 1 pump well or 2 regular wells, and if regular wells are easier to build, which they have to be...

If regular wells last forever, then you will probably have enough of them around from previous generations that you never need to build pump wells.

This can be solved the same way as you have already done with iron mines. There should be a finite number of spots where you can build a functioning well or pump well. If you need faster production than your finite number of wells can provide, you need to upgrade one or more of them to a pump well. Repeat as needed.

jasonrohrer wrote:

What about temporarily infinite with increasing timespan?

A well could produce infinite water for 5 minutes, and then go dry.  A pump well could produce infinite water for 10 minutes.  A wind pump for 20 minutes, etc.

During that time, there would be a frenzy of water use, harvest, and storage.  Cisterns would be crucial.  Then the well would go dry, and there would be drought.  Perhaps the well could run on a cycle, 5 minutes water, 30 minutes dry, 5 minutes water.  Perhaps the higher tech could make the dry time shorter and shorter.

I happen to believe that this is the right path to take, though replace infinite with abundant.
You like when there are decisions to make, but in a steady state the correct decisions are always the same ones. Power gamers will figure these out and then get mad at newbies doing sub-optimal things, meanwhile they get bored from always repeating the same tasks. The solution is to have the game change environmental conditions on the players at certain intervalls and forcing them to adapt their decisions or die. More on this below.

jasonrohrer wrote:

For carrots, during a brief harvest window, there would be infinite carrots to pick and store.

This would also seem to eliminate the benefit of more than one of any resource-producer.  Storage would be king.

No thanks to infinite carrots. Farmed carrots are man made and should never be infinite, but show up as results of our actions. Conditions and resources for growing them could change though, so it makes sense for many players to participate in the farming during certain intervals, but during other intervals it might be fine if only a single person tends the fields, while everyone else is out hunting our gathering iron, etc. Storage should indeed be a crucial cornerstone in long-term survival for a community. But it shouldn't be "stockpile everything", rather "stockpile the things that will become harder to extract or produce in the foreseeable future".


ADAPT AND COLLABORATE OR DIE

This is the main piece of my contribution, and it may require a brief background before I get to the point: I am part of a small independent game developer outfit. We had plans to make a survival game with collaborative play as the main differentiator against other games out there. We were still in the idea stage when I stumbled upon OHOL and realized that Jason had beaten us to the punch, so to speak. Our vision was to pit people against a series of challenges which could not be beaten by one single player acting alone, thereby making smart collaboration the essential ingredient in surviving strategy. In OHOL we found collaboration, but also an interesting concept of one-hour lifespan and survival through descendants (and also cute graphics and aspirations to 10,000 craftable items). We decided to not make our own game from scratch to compete, but try to see where OHOL was leading instead.

One thing that we don't see in OHOL is the series of external challenges that we envisioned: seasonal drought, floods, storms, disease, forest fires, pests and extinction-level events like the Earth being stuck by a comet, or what have you... I am donating this game design idea free of charge, because OHOL is such a great game wink
There has been a lot of effort spent on making it hard and challenging to survive in OHOL. But maybe the "regular" season in OHOL does not have to be so hard, but could allow more breathing room for building, teaching/learning and planning? Then there would be "disaster seasons", when ponds dry up, when crops fail, when floods whisk your houses and stuff away (unless you have sandbagged the town perimeter), etc? For a town to survive such a period would depend on technology and collaborative preparations. There can also be "abundance seasons" where you stockpile certain resources that are currently easy to come by.

The long-term success in OHOL is a long family line. Those are difficult to achieve in normal play, but easy (tedious?) for power gamers who coordinate through voice chat. Maybe an ebb and flow of difficulty would be more engaging for most players and less tedious for power gamers? Success in a family line would be measured not only in number of generations (which is repetitive and unbound in static conditions), but also in how many (and which) disaster seasons the line/society has successfully survived.

You could add more seasonal difficulties at the same pace that you add new technology. In fact, the next branch of the tech tree under development could be geared towards a certain shortage/abundance/disaster which is also under development.

#123 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-22 07:39:15

Though I will concede that Pain, Joriom and Morti have a point, I still think that enhancements are also good, though new additions should perhaps get a larger piece of the work pie. Here are my two cents on Jason's plan:

jasonrohrer wrote:

My main goal here is to eliminate the "be careful or ruin stuff forever" feeling.  That feeling is separate from whether stuff runs out or not.

These are the changes that I'm making in this direction:

1.  Ponds refill slower, and a dry pond isn't fatal (it's just one final state of emptiness that refills at the same rate).

2.  Wells are bigger than ponds, refill faster than ponds, and deep wells refill way faster than ponds.  A dry well is no longer fatal (just a final stage of emptiness from which they refill at the same rate).

The idea with 1 and 2 is that the rate at which you can farm food is more limited if you are using ponds, and water-generation is wasted if a well is left full for too long, meaning that cisterns become useful to even out water production.  Maybe I will boil the frog here and keep slowing down ponds so that wells become even more necessary.


3.  Milkweed never regrows, regardless of when it is picked.  However, milkweed seeds can still be gathered infinitely from one fruiting plant (as always), but now milkweed seeds last forever.  They can be easily disposed of in a fire.

4. Loose iron is 10x less common, but iron vein is 2x more common, and iron mine produces 40 iron (instead of 20) on average.


Changes 2 and 4 are also aimed at making wells and mines more necessary for an advanced civ, but also helping to make iron run out a bit more.


5.  Tilling tools now have 6, 20, and 50 uses instead of 10, 40, and 100.  Iron/stone is supposed to be the limit on food production, in the end, so I'm tightening this up gradually as part of boiling the frog.

I think these changes are good, but for number 3. That one is dangerous and will likely break more than it repairs. To make Milkweed work that way and not break the game will require more changes than the ones listed here, I'm betting. So it's either A) leave Milkweed as is, or B) make more changes, probably ones that have to do with Soil.

argument for A:
People make mistakes with Milkweed, but they are not of the same magnitude as drying up ponds and wells. As a settlement grows, people eventually start to grow back Milkweed, which you can't do with ponds. In short, the system kind of works and changing it risks breaking something significantly.

argument for B:
Here I will float a previous idea in a new form. Soil is a bit of a problem already, as you can destroy it through griefing or mistakes, and it feels a bit artificial how it's used. What about making soil space limited instead of having it artificially limited? Like this:
1. Using a hoe on bare green ground produces a tilled row. (don't think you should be able to plant in snow, swamp, desert, rocks. Possibly the yellow ground in addition to green?)
2. Some step of the farming cycle has a chance to turn the ground infertile through the usage system (could be tilling, planting or harvesting, not sure which is best). Infertile ground could be implemented as a type of Floor, so it stays in place, you can put things there, but you can't grow there again.
3. Later on, compost and fertilizers like manure or ashes could provide ways to reclaim infertile land.

So, for a new civilization, fertile soil is abundant and farming is limited by other factors (work, water, tools). For a big civilization, good farming land might run out, farms may have to be relocated, which causes the need for new types of decisions. Should we invest in producing fertilizers or should we re-plan the city? If we move the farm, do we have to dig new wells or is it ok to run twice as long for water? ...


My suggestion: As much as I would like to see B) happen in some form, go with A) for now and take time to figure out B) well before implementing. Perhaps start a new thread to discuss Soil specifically and get more ideas from the community?

#124 Re: News » Update: What Grave is This? » 2018-05-21 09:53:49

Trip wrote:

Maybe sometime later you could add something to send the info back to the server when picked up the first time, just as if the player died again.  If you just did it once it wouldn't ruin the server and would allow for a one time movement of bones.

This is a valid idea, but it needn't be limited to one time. To spell it out:
1. By design, grave data is stored in each client and not on server.
2. If a player picks up a grave, the player's client could remember the data of that grave while carrying it around (minus location, which is no longer accurate).
3. When the player drops the grave, his/her client could send a message to the server (original data plus new location), whereupon all clients would get new grave data from the server.

This would fit with the client/server design, I believe. It's still non-zero work though, so whether it's worth it (compared to everything else that is also important) will be up to Jason to decide.

#125 Re: Main Forum » Food Consumption vs Temperature » 2018-05-17 19:26:36

I agree it’s a good for the game to have clothes and heat sources matter quite a bit, so no argument there. But unless a full set of fur clothes will put your temperature in a good spot, the clothes won’t be that important after all, correct?
Anyway, I have some ideas to suggest here, but I want to put them into code first, so I can see that they will actually work. I will devote a day or two to this and see what I can achieve. Maybe it will be something you’ll be interested in using (and maybe it won’t).

Board footer

Powered by FluxBB