a multiplayer game of parenting and civilization building
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I feel home markers are just fine, I used to make one every life by digging up and setting an already existant one down again, just two simple steps, an easy enough task to do in the first 4 minutes or so.
This game does suffer from some "clutter content" and COULD (doesn't necessarily need to) benefit from some cleaning up, stuff like trash pits and aprons are quick examples that come to mind.
I personally don't think it's needed, but if home markers were to be changed, I'd merge their function with fires. Skewers then have one less use, allowing them to be employed more specifically (as you mentioned) and the motions of setting up a home marker are simplified and even automated, as the Eve gets to make the village's first fire marking her home, with every subsequent child inheriting that marker. As for the real world sense of it, with a little imagination one could interpret the fire as a source of smoke, able to be seen from afar, thus being a marker in its own way.
Since the rift times, I've come to realise my overall preference for a more compact playing field with emergent gameplay tension and genuine player interaction over the current infinite world, so big and vast that the costs of family interaction outweigh the benefits without forced mechanics. This, coupled with the community's undying distaste for some of the changes made after the rollback from the rift, has compelled me to share a wacky, far fetched idea I've had for quite some time that touches on the infinite / finite map dilemma, the constant march to the west, biome bands and the infamous family specialization.
Crude tectonic simulation: an infinite map with finite, ever moving pockets of land.
Why:
1. To help make the game more natural and dynamic, playing it on one day and later on the next should feel mostly similar, while playing it a week later would result in a complete different world and experience
2. To simulate resource scarcity and player competition in an infinite map without the use of forced mechanics
3. To create distinct regions that make use of the whole map and incentivize all around exploration, not just east-west and a couple hundred tiles north and south
What:
- A crude tectonic simulation that sections the map into thousands of "plates" bordered by rifts and mountain ranges
- Plates are always moving, sweeping away anything human-made close to the borders and expanding into new teritory
How:
- Upon generation, the map is sectioned into a multitude of "plates", randomly shaped regions that always border each other (like skin cells)
- Each plate is then assigned a direction to move towards
- Where plates colide, a mountain range is formed, while rifts open where they slide from, acting as borders and simulating the convergent and divergent boundaries of the real world
- Mountains erode with time and form again farther ahead while rifts expand and contract with the plates movement
Details:
- The border will move a set amount of tiles in a given direction per day, going through a two stage process: "Mountain + Time" -> "Eroded Mountain + Time" -> "Empty ground"
- Biome size should be slightly increased, stretching them farther apart and avoiding having all condensed in a single area
- Up to two families may inhabit the same plate
- Not all special biomes are guaranteed to be included in a single region
- Family specialty is disabled, every family can interact normally with every object in the game
- Biome bands are disabled, special biome generation is rolled back to cover the whole map
- Homelands are set back at family wells
Expectations:
- Early survival stays mostly the same but ramps up as resources become more and more scarce and the need for greater tech rises
- Competition for resources may eventually arise between two families stuck in the same plate, with the potential for trade, hoarding, stealing and war
- Towns are strategically built closer to mountain ranges, giving them a greater grace period before being swept by the border
- Planes become some of the most valuable tech, allowing families to travel to and from other plates, collecting resources unavailable in their home region, meeting and trading with others
Other:
- Eve spawns return to work in a spiralling motion or are reworked to function completely different, maybe in a similar way to the old "Eve window" from the rift times
- Oil and well tapout mechanics are revisited
- Family iron may not work well with this system and need lots of tweaking
- A mid-game air travel alternative to planes may be needed, perhaps a hot air balloon that can only afford two trips before breaking and needing repais would work
- I cannot shine any light on how this would be implemented and work within the restrictions of the game's engine (if possible at all) as I'm severely unfamiliar with it, maybe every couple hours the border would decay and send "seeds", invisible moving objects, that would settle somewhere ahead and mark where it'll move to
- Server limitations and performance are also issues that come to mind that are beyond my reach
Personal opinion:
Although implausible and full of holes, I'm personally very fond of this concept and the possible situations therein. A dynamic, ever changing playing field coupled with the impending doom of your town getting swept by the border if it survives long enough, reminiscent of the old player arcs, sounds exciting when compared to the stale gameplay loop present in the game today.
I'm sure there's lots more wrong with this system, but I'm just glad to share and discuss it in here, even if the game is stagnant right now and I haven't played it in months, I just can't get it out of my head.
If it really bothers you that much, you can always get yourself cursed and go join them in donkey town, if you are lucky, you may spawn as one of their babies and be promptly left for dead, true anarchy.
I just realised how weird my memory is, for some reason I just naturally knew dry ponds take a whole week to refill, but had no idea you had to be 16 to ride a truck. I guess I just haven't been playing much lately...
That's it, Jason! We need the GUN!
you will never have to eat again in that life.
Cause you'll be dead...
If we are talking geographical barriers for pseudo-3D perspective, I belive the best fit for OHOL would be something similar to factorio's cliffs:
These can be stacked infinitely on top of one another to create the idea of mountains, plateaus, plains and depressions. They can become annoying when overused and should, of course, be destructible. Some biomes could be flatter than others and mountain ranges could generate restricting access to some areas of the map.
Kinda off topic but the maps show a secondary blue-ish color at the lowest altitudes, does this mean anything? Also, the placement of grasslands and swamps seen to be inverted.
I do, in fact, have an old post suggesting some features for a building rework that I'd like to revive. Maybe I'll do that just for fun when Jason comes back...
This leaves us with the two weird ones: milkweed and saplings. They don't leave hardened rows behind but they're also not really domesticated plants.
Poggers!
This could also be blamed at the lack of depht in the transportation branch of the tech tree. People have discussed about a road building vehicle in the past, more road technology, rebalancing between the horse cart and crude car and so on. My personal favorite would be the addition of railways but sadly the engine doesn't seen to suport that, although I can't help but think there must be a workaround to that... we don't need a whole train, maybe just the locomotive with space to carry a fair amount of cargo, it could be built on a track segment and be "picked up" by a player wich then would click on another track segment to travel instantly to the track end or a train stop.
PS: I have no ideia if this would be a viable workaround, these are just thoughts.
My guesses are beef, leather, chromium (for tanning) and feeding troughs, as he talked about it before.
Is laying stones really the hard part? You could ask for a bulldozer instead
It's not hard at all, it's tedious. Also, doing something super efficiently really tricks the dopamine receptors in the brain and that's why we play games right??
We already have a fractional distiller that produces kerosene from crude oil. But where are all the other petroleum products that are produced during the distillation process.
https://en.m.wikipedia.org/wiki/Fractional_distillation
It is called "fractional" distillation for a reason. The crude oil produces a variety of different products that are a fraction of the crude oil input. The fractions at the top of the fractionating column have lower boiling points than the fractions at the bottom. All of the fractions are processed further in other refined products.
So instead of only getting a tank of kerosene, we should be getting a variety of oil-based ingredients that could each be used for special purposes. Like we get one tank of kerosene, one tank of gasoline, one tank of diesel fuel, and a bucket of heavy oil. The heavy oil can be used to make paraffin wax or asphalt. The diesel fuel would run pumps and drills. Diesel could be further refined into jet fuel for planes. Gasoline would be used for cars. Kerosene could power gas heaters.
And all of these products would be produced in some quantity every time you processed crude oil.
This would encourage cars and roads, because the gasoline and heavy oil is NOT used to directly generate water. It is a by-product of diesel fuel production.
Absolutely! Make oil more interesting, as it currently stands it's an annoying chore that needs to be done, nothing more. This needs to be seen!
As much as I want new fresh content, there are still a few areas of the game that need reworking, with transportation being the biggest offender.
Did anyone played under the leadership of Sallyann Ginger today? (Generation 36)
I did. I was Shida Ginger, she was very good at listening as she was able to understand me (at that time a 4 year old) complaining about Eddy Ginger threatening people around town. She handled the situation by exiling him, not killing him right away, but rather talking to him, it seems she was able to get him to stop without any violence. She also expanded the fence around the well. Overall an interesting experience.
Buff bottles!
Fences are still too clunky to use and maintain plus all the annoying walking around asking people for simple stuff... yeah, I'm not sure how he'd be able to inject this playstyle into the playerbase...
Very nice!
Toss'em right into donkey town!
This is better, I'd rather struggle to keep food fresh than have to eat constantly.
Oh, there's one other huge problem. I set out to make the most comprehensive crafting game of all time. A small slice of the gaming populace loves huge crafting trees, but most people don't. It gives them the, "I'm never going to learn all of this, and why would I bother?" feeling.
I'm getting kinda worried here, does all this mean that we are not getting any more complex recipies? Cause that is more than 75% of the game's appeal to me, personally.
A similar idea is also present in this very interesting suggestion thread: https://onehouronelife.com/forums/viewtopic.php?id=9095
Yeah, it's a viable strategy, but it just feels weird. Maybe if you stand still for more than 5 min your hunger drain rate gets exponentially faster (muscle exhaustion or whatever) making your death by starvation inevitable even if people feed you.