a multiplayer game of parenting and civilization building
You are not logged in.
Pages: 1
I love these. There should be a "Dear Mom" compilation here on the forums.
This is neat. I'll give it a shot in a future session.
Thank you.
Bring on those baby-making smooches!
My family needs me.
Sounds like you're getting a taste of your own medicine, huh? As the primordial Eve, you just birthed 14,000 new babies, and now they're all 'F'-ing you. XD
This is a total personal anecdote, but I thought I'd share in case any of you fall into the same small niche.
In his email today, Jason mentioned that the database he's using is KISSDB. Something about the name made me look it up, which lead to the author's Github. For some reason I was expecting a commercial project, not a single-man effort. Guess I shouldn't have been surprised. But then I saw that...
KISSDB was developed by Adam Ierymenko, the guy who made Nanopond! I know this is obscure, but if you've ever dived into the A-life community, you probably have heard of this light-weight virtual petri dish. It a great little experimental evolution sandbox. So cool to see these two interesting creators connected by a bridge of open source software. It was a real "peanut butter in my chocolate" moment for me today.
Now if Jason starts talking about how he's been inspired by the Norn biochemistry from Steve Grand's Creatures, my brain is going to explode.
I personally like the "wild child" attitude of baby tear-assing away. I've always wanted a game that you couldn't choose your starting condition in, and wouldn't want to see OHOL capitulate to the norm. That said, I do think that there is a weird incentivization structure around rerolling characters quickly if you don't get what you want. It leads to some strange behavior. Something could probably be done to either coax players into their roles or let them have that single up-front Eve/child choice.
Auner wrote:Honestly- I wish maps were far bigger.
I'm pretty sure the maps are huge, just a small spawn radius.
There's a video of Jason demoing the game on Youtube. He gives the size of the map in units Jupiter. Don't remember how many Jupiters he said, but I was okay with it.
..
For now.
It also was an attempt to create a momentary shared collective experience. To create a memory. "Were you there back when there was an apocalypse? Wow, what a day that was!"
Jason: you big, beautiful doofus. Do you see what you're doing? You've worked your way so deep into our feels that we're inclined to hate you for threatening any of our tiny owned changes. Yeah, you're probably a bit worried over the hoopla, but you should also be grinning ear-to-ear. People are invested in their eleven carrots and a snare, and you've only just scratched the surface (pun intended, failed, moving on) of how people can mark their environment.
I'm going to write more thoughts elsewhere, but I just wanted to say that the Apocalypse is another great step towards the stakes that this game must have. I hate it so much, enough that my mild-mannered self typed in "Fuck you people" on the Twitch channel responsible for the 2nd one before catching myself and wondering at my investment. As the game gives me more ways to alter the world, the Apocalypse will become even more anathema. If married to ways to thwart it, evade it, or, failing, to cast something into the void in the hopes of transcending it, we'll be in an awesome place.
A lot of work to do to get it just right, but the End of Days is going to be a great feature of this project one day.
Also, just registered for the forums. Some great ideas floating around on here (and some awful ones). Cannot wait to see where this goes. The well of natural inspiration to draw from seems limitless, and there are so many hints at interesting designs that OHOL suggests.
More to come..
Pages: 1