a multiplayer game of parenting and civilization building
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The pregnancy bump idea is great, but I think Jason hesitation is he likes the comedy of babies instantly popping out.
It's possible to still have this while having an "observe" mode by not letting the mother know a child is on its way. This would decrease the frustration of /die while still maintaining the comedy of instant babies from the mother's perspective.
Hah! Thought I recognized your username, my coworkers and I at previous companies were always big fans of railscasts you provided/provide a great service! I'll try to take a peek sometime soon, could you point towards that feature you mentioned? Or maybe make an issue for it?
Glad you liked RailsCasts!
The feature is called Crafting Board and it would allow one to see multiple simplified recipes on one page with a convenient way to drill down to see unknown recipes. The GitHub issue is here:
https://github.com/Kazetsukai/onetech/issues/156
And the WIP branch is here:
https://github.com/Kazetsukai/onetech/t … ting-board
I don't remember if I left it in a working state or not. Probably won't finish it, but I think it would simplify a lot of the everyday OneTech use.
One reason the wiki works well for Minecraft is because you have more time to tab away to another screen. OHOL is time sensitive which makes it very difficult to use a guide outside of the game as you need it.
I would like to see a single player sandbox mode where players can experiment with the game in a safe environment that is not as stressful. I realize the point of the game is to learn from others, but some players like to come a little more prepared.
As for OneTech, I lost a lot of interest in developing it when the content updates stopped. Also I have a newborn baby and am working more so I don’t have much time. I will try to keep up with critical issues and plan to continue paying the hosting costs.
There is a cool feature that is only half complete that would make it easier to look up recipes but unfortunately it may never see the light of day. If anyone is interested in developing OneTech please fork the project on GitHub and submit pull requests.
This is very sad. It was fun while it lasted.
You should update the site to mention Mac OS is no longer supported.
Marriage has been mentioned here before, but now that we have a goal of a specific number of families to avoid the autocalyps, I think it deserves another look.
Marriage could create a new last name with the combination of the two (JOHNSON-SMITH) and any children born would have this new last name. This would make the family counter go up by one.
There could be a requirement that the two families are at peace and they have lived long enough together to understand their marriage vows (a simple phrase to get married).
This would give the community a way to combat the inevitable losing of families to the rift. I don't think it's overpowered either since you can only have a finite number of different name combinations for a set list of families.
What do you think?
What about first picking a random family and then a random mother within that family? If that mother is not eligible (cool down, curse, etc.), try again. This way babies would be evenly distributed between families, but the cooldown would keep one mother from getting overloaded.
Perhaps the yum/heat bonus could be more about reducing the baby cool down timer than increasing chance of a baby being born.
Since the rift is a fixed size the experience will be different based on the number of players. If you have 10 players vs 100 players in the same size rift the game will feel different.
Shortly after this game's release I read of Jason's desire for the experience to be independent of the player count. Whether we have 30 players or 3000 players the game should feel similar. Is this no longer a goal?
My concern is that the rift introduces a sweet spot with the number of players and outside of this sweet spot the experience won't be as great.
What do you think?
I feel like you're looking for the wrong kind of fail condition. Why reset abruptly on a boring note? There is an opportunity to make the reset condition exciting and a critical part of the arc.
For example, what if there are totems on opposite sides of the map which will reset the server unless they are "fed" in some way (think opposite Nosaj's). The expense could slowly get higher requiring better technology over time. There could be an alarm which goes off with an arrow pointing to the totem when it needs to be fed. It could be an end-of-days scenario like the moon falling on Major's Mask and the scramble to work together to keep the world going.
I like this idea.
+1 on making an expiration time but have re-cursing the same person reset the timer
+1 on a rolling limit, let's say you have 20 slots and cursing the 21st person rolls off the first person you cursed. This way if you go curse-happy you will bring back the griefer you cursed at the beginning. If you re-curse someone they move up to the top of the list
Also I'd like to see the message "No mothers are available" with a button to clear your curses which may open up the ability to be born to someone.
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.
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.
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.
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.
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.
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.
+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.
I updated onetech so the clothes don’t look crumpled anymore.
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.
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.
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.
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.
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.
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.
https://edge.onetech.info/2878-Undyed-Long-Skirt for example (first transition)
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.
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?
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.
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.
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.
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!