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a multiplayer game of parenting and civilization building

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#1 Re: News » Launching a game Off-Steam: Sales number from Week 1 » 2018-03-10 03:16:39

Let me be frank: your ability to communicate with your audience/clientele is 10/10, and in combination with your purposeful design, you should go far. Best of luck to you.

#2 Re: Main Forum » Chill out server » 2018-03-10 03:04:15

Nice, Norgg, sounds chill indeed. I just bought the game, tried going in mostly blind. Did awfully till one life, I was a male and made a skirt while subsisting on carrots. But then I died (age 26) on top of a carrot seed, so I think the skirt just disappeared... RIP my only real contribution. A slower pace to learn is definitely going to be helpful (or, y'know, just a couple hours on the wiki).

#3 Main Forum » Be Able to Get Bone Needles From Graves/Piles of Bones » 2018-03-10 03:01:11

Zodzby
Replies: 2

Its only logical, innit? Using the bones of your ancestors to sew clothing to keep yourself warmer than they ever were?

#5 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-10 01:35:00

rosden wrote:

wooden floors. quality roads take some time to make (continous wooden floors with no gaps). there are less quality roads (continous wooden floors with gaps) like ruinian to utopia but the best quailty are utopia to midgard and utopia to eves cradle.

If you want you can work to improve the quailty of the roads or build a quality road between places (one line farm is popular lately but has no quality roads)

Can't wait for Jason to add actual dirt roads. Or, imagine if enough people travelled on a certain patch of land, it would turn into a dirt road on its own (and would fade if it fell into disuse)?

#6 Re: Main Forum » ITT: Biomes and the Purpose of Man » 2018-03-08 01:02:25

Uncle Gus wrote:

The whole point of spawning as an Eve is that there isn't a suitable mother to be spawned to. Spawning as an adult male doesn't solve that problem.

It does if Adam's specifically coded to spawn near an Eve, and then proceed to spawn babies. My whole reasoning for it is that having that extra pair of hands from Adam helps raising the children immensely, and speeds up the initial bootstrapping process without constant eve/baby starvations unless they do something actually stupid.

It's just my opinion, not trying to force it down Jason's throat. It's his game, lol.

#7 Re: Main Forum » ITT: Biomes and the Purpose of Man » 2018-03-07 23:56:55

jasonrohrer wrote:

The original design of the game had a "birth cost" for each baby born, in that it essentially wiped the mother out and required a big meal right afterward.

That further increased the difference between males and females.

I turned this off shortly after launch to make it easier, but I will probably dial it back in over time.

Regarding rivers and other bodies of water, I really have to pick my battles.  Getting a river system in place, with boats and such, would require a lot of extra coding.

At some point, I needed to stop adding engine features (feature creep) and just make content with the engine that I have.  That engine has TONS of possibilities that are worth exploring.  Rivers are not one of those possibilities.

Any time I spent programming rivers would mean weeks without content updates during that time....

Absolutely understandable on the coding, go with what your current engine can offer (I figured it wouldn't be able to work with your current terrain generation system). Feature creep sucks ass indeed. In the meantime, I'll dare to dream for that beautiful River experience... maybe someday smile

As for the spawnable Adams, might I ask, why you decided not to put them in the game? I'm very curious!

#8 Re: Main Forum » ITT: Biomes and the Purpose of Man » 2018-03-07 23:46:00

Welp, so much for the biome discussion lol. If we're only gonna talk about the male part, does anyone have any ACTUAL balancing solutions?

Until reproduction is sexual (or at the very least requires a male and female to be close to each other), I will continue to disregard male babies, because they are literally inferior to female babies

I'm all for there being Adam spawns + able to carry more (1 item more). Your idea to make the Adams and eves able to reproduce when they're in range with each other is a great idea, and could even replace the virgin birth mechanic if Adams and eves were spawned purposely close to eachother.

Baby suicide is wrong imo (though I get why it's done), just send the boys off exploring once they're old enough (implying they reach that age at all before starvation).

Frankly I'm worried on how my proposed solutions would truly affect the game.

#9 Re: Main Forum » Ghosttown » 2018-03-07 21:45:01

I had better stop; I'm sounding like my father.

Your father was right.

#10 Re: Main Forum » Wetland Farms » 2018-03-07 21:41:24

+1, death to the one carrot.

#11 Re: Main Forum » ITT: Biomes and the Purpose of Man » 2018-03-07 21:36:50

xoomorg wrote:

What good are men?

In-game, they can do everything a woman can without defecating babies.

IRL, they do that (minus the fact that they have to get the whamen pregnant, not random baby poofing into existence) + can carry/hold more <-----would be neat feature, can hold two items in hands as a man and would end the whole "hurr durr men are useless" meme.

#12 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-07 21:10:39

rosden wrote:

wooden floors. quality roads take some time to make (continous wooden floors with no gaps). there are less quality roads (continous wooden floors with gaps) like ruinian to utopia but the best quailty are utopia to midgard and utopia to eves cradle.

If you want you can work to improve the quailty of the roads or build a quality road between places (one line farm is popular lately but has no quality roads)


So there's no dirt road you can build? That sucks. What's the purpose of the wooden floors, do they actually speed up travel? Or do they just help people not get lost?

#13 Re: Main Forum » Naming your children and self-naming. » 2018-03-07 21:04:55

dongriffen wrote:

As far as what Jason could maybe to implement this...here's another idea.

When you tell another user what your name is, then your name hovers above your head, but only for that user. This means you still have to introduce yourself to people. And then maybe an icon could appear next to the name if it's someone you've already met previously. You could also implement that after ten years of not seeing this person, you forget them. That way there is a real-life aspect to it as well.

Neat idea. Say your name ( /name Bob), and anyone on screen at the time can now see your name. Neat. Still, I think the anonymous way is much more interesting. If you truly  want a name, ask yo momma, or get one for yourself.

I say wait till books are made. Then everyone can write their names down in a village register.

#14 Main Forum » ITT: Biomes and the Purpose of Man » 2018-03-07 20:56:49

Zodzby
Replies: 14

Biome segment:

Tell me gentlemen, where was every single civilization worth its salt started? ... That's right, by a body of water, particularly that of fresh water rivers! Yet, the only examples of water in this game are minuscule duck ponds. What is the solution? Rivers, generated very rarely, and emanating either from an underwater spring or a mountain top (though a half-screen wide underwater spring hole would certainly be easier and make more sense for the game than a small unclimbable mountain). The rivers would be approximately half a screen wide, un-traversable except at randomly generated fording points (would be represented by rocks sticking out of the water, and a rocky bed visible beneath the shallow watered area). That, or you could have shallow/deep rivers, with the former having fording points, and the latter having none at all. The rivers would end in either a lake or an ocean biome, but a lake would once again work better with the current game mechanics.

This would open up a multitude of tech tree opportunities, ranging from boats for river-based travel and commerce to bridges, fishing, and so on. But the greatest and most important part of the river? It's bonus to soil fertility. Soil around the rivers would be permanently fertile (unless a drought occurred or a dam was built upriver of it, which would be neat but brutal features). If you built a dam, the whole river below it would dry up, and a lake would form behind the dam. Droughts could be an every epoch event, every few epochs, or whatever Jason prefers.

In closing, rivers would help with the advancement of civilization in a logical way (that maintains difficulty by killing unprepared civilizations via drought >:] ) and make the wild lands away from rivers all the more frontier-like, as the river civilization would inevitably expand into the interior.

Man segment:

There is Eve, and the child of Eve, but there is no Adam. Why would that be? Allowing Adams to spawn (albeit at a lesser rate than eve for rebirth purposes) would do wonders for civilization. Rather than waiting to birth a boy, and taking the time to raise him before he can be truly useful, there is a man already grown to do the necessary civilization building without fear of babies randomly popping out.

I could get into the possibilities of a sex system (ala Minecraft bumping, hearts, that's it), but that isn't anywhere near as important as the inclusion of Adam as a spawnable individual. I'm sure Jason has a very good reason for why he hasn't implemented an Adam, but it may just be the shot in the arm the playerbase needs to succeed, with emergent Adam and Eve families carrying the metaphorical torch of civilization.



( if a sex system was implemented though, what would it do? I have my own ideas, but I think they would harm the amazing emergent nature of the game)



What are yall's thoughts on these two ideas?

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