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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » War swords and the zoom out mod » 2019-06-18 19:05:45

Tarr wrote:

You made them deadly again as of two weeks ago. Slightly surprised I was the only one that caught that one after the change to snowballs to stop items from being dropped. I tested this two weeks ago and was able to kill players with snowballs on my test server, live server seemed a little more difficult when I tried at the time.

https://onetech.info/2407-Snowball

I think snowball was always marked as deadly, I just hid it on onetech when certain conditions are met. It may be that the conditions changed.

#2 Re: Main Forum » How to make swords balanced » 2019-05-18 16:00:31

I like the idea of entering an automated battle when attacking. If one player attacks, the other automatically draws their weapon if they have one. Both players attack/dodge every few seconds and there is a chance something will happen depending on what they are holding. Players could talk during this to yell for help, and age could factor into the random chance of winning.

This gives everyone in the village time to prepare for healing and fighting. And multiple people could aid by targeting the attacker.

You can probably remove the cool down effects of weapons since the time attacking is basically the cooldown.

Now battles will be more intense and satisfying. Getting stabbed with a deathly blow in a split second is not very satisfying.

#3 Re: Main Forum » What if we force Eve to get real... » 2019-05-16 04:01:20

If you want camps to find each other easier, how about a cheaper, less effective bell. Such as placing leaves on a fire to make a smoke signal. It could show up as a marker for anyone within 500 tiles or so and only last a few minutes. The marker would disappear once the fire goes out.

#4 Re: Main Forum » Ways to make EVERY life precious » 2019-05-15 06:02:03

How about using exclusive items as a reward for playing a certain way? Once per hour you have a chance to unlock a special item by living a full life. If you die then you would just try again on the next hour, but you can continue to play normally.

You could even make timed exclusive items such as “this hat is only available to unlock this weekend.” Seasonal/holiday items would be great for this.

This would not punish beginners who are just learning the game, but would be a great motivator for experienced players to live a full life each play through.

If you provide a way to list a player’s unlocked items I could integrate it with onetech so they can see all of their exclusives and how to craft them.

#5 Re: Main Forum » Consonant and vowel clusters in the English language » 2019-05-10 16:42:58

The language looks awesome Jason, but won't it increase the isolation between families? Why visit a bell tower if you can't communicate with anyone?

What if the more you heard a language the more you understood it? Where you learn a certain percentage of words with every word you hear spoken. This would encourage communication more than discourage it. Perhaps you learn shorter words first. Also children could inherit their parents knowledge of other languages.

This way we could have villages where multiple families live together but only understand each other fully after generations.

#6 Re: Main Forum » Please make poop decay » 2019-04-06 23:21:16

+1 on the dung bucket idea. You could apply the bucket to compost to dump part of the dung out instead of using another shovel charge. The shovel charge is still used to put it in the bucket so it’s still balanced.

This would make it easy to clean up poo.

#8 Re: Main Forum » Simplified property fence plan » 2019-04-05 20:37:52

jasonrohrer wrote:

As for easy sheep pens, or the village progression meta, or whatever, isn't everyone using oven bases for sheep pens anyway?  You're not waiting for steel to pen the sheep, but steel is needed to benefit from sheep in any way (knife to kill, shears to harvest wool, shovel for compost).

I don't think the property fence will be OP for sheep pens considering it takes maintenance to keep it up. If it isn't using the property aspect then the village will likely replace it with a more permanent fence to avoid the maintenance hassle.

#9 Re: Main Forum » How do you measure your "success" in OHOL? » 2019-04-05 20:33:43

While playing the game I measure success with how much I helped my family. After dying I measure success by how memorable and story-worthy it was.

Strange that these two are not the same and is likely the case in real life too. On your death bed you probably have a different measure of success of life than during the middle of it.

#10 Re: Main Forum » Can someone check the new content before I release it? » 2019-04-05 20:28:23

Potjeh wrote:

No, I literally see empty hand as produced item:
http://i65.tinypic.com/2w4fmeu.png
It's the same for all new items. But I guess it's just some onetech caching thing if others can see dye ready items.

I think this is more of a onetech bug reporting thread than an OHOL bug reporting thread. wink

My guess it is a caching issue. It will likely show up with a force reload or restarting the browser. I'll add an issue for this.

#11 Re: Main Forum » Can someone check the new content before I release it? » 2019-04-05 20:26:40

jasonrohrer wrote:

Thanks, Ryan.

Yes, there's a potential issue with "background color" in a transparent PNG image.  Like, where alpha is < 1.0, what RGB color is a pixel?  In OHOL TGA files, I'm very careful to keep the RGB a solid 0,0,0 for areas outside the edge of the sprite (where the shadow is) and just vary the alpha to make the soft shadow.  Also, making sure the RGB is the same (0,0,0) even when the alpha is hard 0.  This eliminates any halos or blending artifacts.  A lot of image programs default to white wherever the alpha is a hard 0.  It's 0, so what does it matter?  But then when the graphics card goes to blend it, you get a fringe at the very edge of the shadow.

The other thing is keeping the shadow itself hard black, with variable alpha, instead of some kind of gray with variable alpha.  Then you can color blend on top of it (for dyed clothing) without changing the color of the shadow.  A gray shadow with an alpha might look almost identical, but it can then acquire color.

This is good to know. The multiplicative color blend is probably treating the transparent black as a gray and therefore adding color.

#12 Re: Main Forum » Can someone check the new content before I release it? » 2019-04-05 20:20:02

Thaulos wrote:

Not sure if a bug but there is some weird transition here:

https://edge.onetech.info/731-Simmering-Dye-Mordant

Last one right on the bottom.

Strange, probably a bug in onetech pattern category handling. I'll post an issue for it.

#13 Re: Main Forum » Can someone check the new content before I release it? » 2019-04-05 20:17:29

Potjeh wrote:

It shows "Dye-Ready Long Skirt" for me, not an empty hand. If you don't see this you might need to reload the page.

#14 Re: Main Forum » Can someone check the new content before I release it? » 2019-04-05 20:12:55

Potjeh wrote:

Undyed clothing item + simmering dye mordant = empty hand + simmering dye mordant

Is it supposed to be like this for category items? Shouldn't onetech autogenerate dye ready item rather than empty hand?

I don't see this, where are you seeing it?

Averest wrote:

It looks like there's a halo around the edge of the dyed items, not grey but colored. Will people look like their clothing is glowing?

This might be an issue with onetech sprite generation. I'll add an issue for it.

jasonrohrer wrote:

Rumpled bit is sprite that's shown when it's unworn (on ground, in hand).  Same as Apron.  Also, backpack has two straps for same reason (WORN and UNWORN sprites).  Maybe OneTech should handle this, and display the WORN sprites only for clothing?  Can someone submit a OneTech issue about this?

I'll add an issue for this.

#15 Re: Main Forum » delete » 2019-04-05 19:53:08

The map isn’t wiped when an update is released. Just all lines end and the Eve spiral starts over. Usually it starts in an already established town.

#16 Re: Main Forum » Simplified property fence plan » 2019-04-05 06:03:44

This sounds better with very little magic. It is in a sense an invisible lock system which I like. Thanks for bouncing ideas off us!

#17 Re: Main Forum » The Midnight Plan » 2019-04-04 23:11:50

Thaulos wrote:

@Jason, it is quite strange for me to see someone who wants in-game drama, conflict and player "driven stories" to then design a system that does not allow players to do actions like: break in a house to steal food; chase a killer to their hideout and kill him; or breaking someone out of prison.

Wasn't one of your initial scenarios a mother with a baby that wants to steal a car from a town? How does this system help with that?

How does this system insensitive wars of any kind?

How can conflicts be resolved if people just tuck in behind their magic fences?

This elder driven magic fences feature serves no solution to any of the scenarios you presented as being evidence of something missing ingame.

I agree with Thaulos here. Jason, do you have a response for this?

I spoke in another thread about personal property being necessary for trade, but I'd like to see a more realistic approach to personal property instead of a magic in-game force field.

#18 Re: Main Forum » The Midnight Plan » 2019-04-04 20:41:31

I like this idea more than the magic hat. I also prefer not requiring an elder for anything. This still feels like magic though.

I would prefer it if property rights were more of a communication point instead of an absolute “you cannot do this” gameplay restriction. What if a fence just has a sign that is automatically read when you cross it? “Jack’s House, do not enter without permission” would get the point across. Players can still violate the area but that is obviously griefing and could be delt with by the community.

Communication gives an idea of what area you are entering and what can be done there. You can make a pie shop and communicate how much they cost, or a nursery saying only women and children are allowed, or a blacksmith area saying “workers only”.

Every one of these areas would have valid exceptions for entering, but that is up to the players of that area and not restricted by the game with magic words.

#19 Re: Main Forum » More feasable property, built off in-game practices and QOL » 2019-04-04 16:52:51

Nice idea! The ability to color items would help organize them. It would need to be easy enough to do so we can paint a lot quickly. Perhaps a paint brush we can use on a tool to paint the handle, or bucket, plate, or bowl to paint it. Paint thinner could be added to remove the paint.

#21 Re: Main Forum » Why there are no wars » 2019-04-04 01:15:53

Redram wrote:

Buildings need their own reasons to exist that don't compete with clothes, and there are plenty of possibilities:

- food (and baskets) that is not in a building decays faster
- Only inside a building can you build shelves and clothes racks (clothes racks make clothese not decay as fast)
- machinery like newcomen devices will eventually rust solid if left outside

Perfectly good reasons to build a building, and they do not compete with clothing for heat bonus.  Keep it simple.

A weather system would also give reasons for buildings. Imagine a temporary cold snap or hot spell. Or hurricanes. If you get stuck out in the wilderness you will need to eat a lot more to survive.

If that is added it would be nice to add a tent or temporary shelter object. Something we can setup quickly and hide in while we are out scavenging or in early settlements.

#22 Re: Main Forum » The Architect's Hat » 2019-04-04 01:00:51

This would completely discourage playing the game without the architect's hat. Not only would it take longer but it would consume more resources for something someone else can do for nearly free. This would certainly add drama over who gets a hat, but not a good kind of drama.

If you want to restrict who can build some objects like walls, consider adding a blueprint system where the person wearing an architect's hat can plan where walls should go, perhaps with a semi-transparent graphic. Then everyone can help contribute to this by filling in the blueprint.

I'm not sold on even that idea, but it feels better than a magic hat.

#23 Re: Main Forum » What would encourage trading? » 2019-04-03 21:27:16

I've seen personal trading before, but it involved trading a knife in a backpack for someone's coat. Both items were on the person and therefore considered owned by that person. If we improve the ownership situation then I think personal trading will come out naturally.

Locks and signs are the only ways I can think of for declaring ownership, and both are very cumbersome to use.

Regarding signs, what if we could create a Stand object which combines a box with a sign? Make an easier way to write on, perhaps similar to writing a note. One could then say "1 pie for 1 wheat" so customers then take the pie and leave wheat.

Regarding locks, managing keys is finicky. Is there a way to make keys invisible? Basically whoever first "locks" the item (closes the door or chest) would be the owner of the lock and the only one who can open it. If that person dies the lock defaults to its unused unowned state.

#24 Re: Main Forum » Other off-the-wall ideas for "making you really care"? » 2019-04-03 16:08:16

I love the idea of certain tech that is unlocked as a reward, it could be purely cosmetic such as special clothing. It would make these items rare and give the player who wears them some credibility and uniqueness.

#25 Main Forum » What would encourage trading? » 2019-04-03 06:58:26

ryanb
Replies: 58

There is talk in other threads about the lack of trading and how it can be improved, however I think this needs a dedicated thread.

One issue is that every village has access to everything they need, and the work of trading is often more than the work of gathering the resources yourself.

More rare resources would help. I am thinking monolith level of rarity. The resource could be accessed in abundance but is nearly useless on its own. It needs to be combined with other rare resources to reach the next level of tech. This would provide a natural environment for towns to pop up at each resource and trade routes be setup between them.

This brings up another issue of motivation. There simply isn’t a need to do this even if the tech were amazing. The game is about survival and we can do this indefinitely in the current state.

Resources need to be finite to give reason for jumping to later tech. I guess this will happen once that later tech exists.

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