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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Food Fear. » 2017-07-27 08:42:12

"A society grows great when old men plant trees whose shade they know they shall never sit in."
Greek Proverb

#2 Re: Main Forum » Gender lightning rod » 2017-07-15 11:03:06

"what's the purpose of males or gender at the moment?"

Perhaps the above "berry muncher" example can give us an idea about how males could end up in differentiated roles based on the current game dynamics. Say such a berry muncher tribe exists but they are preyed upon by a technologically superior tribe which has a thing for genocide.

If the only imperative was reproduction, the men (and menopausal women) would be pretty much useless and would perhaps just be better off left to wander into the desert and die. But in this case since a threat exists to the women -in the form of the "Genocide Tribe"- the men could form a warrior cast in order to protect them. Because the men are inconsequential to population growth anyway, them taking risks while the women are more conservative makes sense. (It's worth noting that after child bearing age the women and men are pretty much identical, so perhaps the warrior ranks would include grannies!).

Of course this would never actually happen, no sane human being would submit to berry munching and baby production for an endless, tedious hour while their male counterparts run around playing war.

Unless the males forced them to?

#3 Re: Main Forum » Recipes & Death, what if... » 2017-07-15 10:20:38

Imagine a situation like this though: An infertile Eve and her adult son are the only players on server. A third person logs in and of course appears as a new Eve. The chances of this Eve finding the other two is not great, especially if they are new to the game. Shouldn't this Eve, effectively totally alone, also be given "the knowledge"?

Perhaps all Eves should start with "the knowledge" and that should be passed on the oldest living member of that Eve's family tree?

By the way, on a tangential note "The Knowledge" by Lewis Dartnell is an awesome book. It sells itself as basically a step by step guide on how to rebuild civilization after an apocalyptic event. It's like somebody else already did all the research for you. It goes into great detail about the chemical processes we take for granted in civilized society. Whether you need to know what useful compounds you can fractionally distill from wood, how to produce gunpowder from scratch, the process of producing fertilizer from crude oil, or the inner workings of a combustion engine, it's all there in an easy to understand but not dumbed down format. If I was doing a project like this it would be a very a useful reference.

#4 Re: Main Forum » Food Fear. » 2017-07-14 22:42:44

I like where this is going. Josh's assessment "building stuff while not forgetting to eat" pretty much sums up the state of the game at the moment. If you feel inclined to build stuff which you think at least will give you the advantage of having to remember to eat less often you find that all this distracting technology stuff you have to deal with makes you forget to eat thus perpetuating the problem. Perhaps the irony of starving to death while attempting to make a delicious pie is amusing the first couple of times, after that the joke wears thin.

If indeed the civilization producing the most fertile women will "win" in the long run then the perfect strategy at the moment is a no-brainer. Do nothing except sitting around berry bushes eating and popping out babies. A more 'advanced' civilization will struggle with ever increasing cases of technologically induced forgetting-to-eat syndrome which will decrease its child producing capacity so its demise is inevitable.

Perhaps the more advanced societies could counter this by hunting and killing the technologically inferior "berry munchers" for sport? wink

#5 Re: Main Forum » Recipes & Death, what if... » 2017-07-14 20:38:24

Hints feel necessary now because we're almost always popping into this game an eve and alone. Even with so few players I managed to learn a good deal of the current crafting tree by watching or asking my mum. Things are going to be quite different when enough players exist that the chance you spawn as an eve approaches zero. I mean, why not make the stickiness inside the game rather than out?

It's like the meta-game mirrors the structure of growing up. At first you come ignorant and it's HARD to figure it out yourself. So instead you turn to others. And in turn, perhaps feeling a little indebted to those who helped you, you teach your children a few tricks of the trade before you drop dead. This feels like an important way of forming bonds in the game. 

I understand that with the peak of new players on release things aren't going to be so rosy. So perhaps you are right that to kick start things some in game info is a good thing. But perhaps not all the info. Inventing stuff is meant to be hard. Our retrospective bias makes us very unsympathetic towards our ancient ancestors, but the reality still remains that civilization was a culmination of tens of thousands of years of almost getting nowhere at all. Accumulated knowledge through an oral tradition is a pretty frick'n cool thing to have in a game by the way.

One last point. I think being able to backwards engineer things should definitely NOT be in the game. If (let's imagine things get a bit apocalyptic) I'm wandering around with my bow and arrow and come across a smart phone, it should be a magical artifact. I shouldn't be able to take a peep at it and instantly deduce, "Ahhh, so smartphones are simply the combination of an integrated circuit a battery and a small screen. Which in turn are constructed from... etc." The example need not be so extreme, I'm sure a stone age tribe coming across fired clay artifacts would have no idea how they were constructed. I for instance am surrounded by pieces of string and thread (I'm literally clothed in the stuff!) but you better not ask me to make some for you, because, well, I can't.

#6 Re: Bug Discussion » Issues if windows scaling is not 100% » 2017-07-06 10:29:01

It seems that the problem is now, um... worse! If I don't change the compatibility settings to allow the application to handle scaling, even if I have windows dpi scaling at 100%, scaling reverts to the default 125% (and over enlarges the game) when and only when I run the game. Strange huh?

Also, it's worth saying that I'm pretty sure this is an issue with all of your games. Although I don't have any others on my computer at present I've have memories of a similar problem occurring when I was running TCD. That was on a different laptop, so it's not just my current computer playing tricks.

#7 Re: News » Early alpha testing coming » 2017-06-26 11:30:21

Weapons are there so that people can build functioning societies, and that's it.

Or, of course, disfunctional societies! tongue

#8 Re: Bug Discussion » Issues if windows scaling is not 100% » 2017-06-26 11:02:46

It looks like you can disable dpi scaling for individual programs in the compatability options. I guess there must be a way to do this code-side as well.

#9 Re: Bug Discussion » Issues if windows scaling is not 100% » 2017-06-26 10:44:56

Other full screen games are working fine. Yeah it enlarges the window (so that it's too large) in windowed mode as well.

#10 Re: Main Forum » Babies » 2017-06-25 13:12:17

Yeah I just killed a lot of babies! At the moment there is no real indication that you're feeding the babies when you pick them up. It just looks like, well, you're picking them up. Perhaps some better feedback would at least reduce the problem.

Or perhaps you could make it so that new players won't have babies until they themselves have been raised at least once to self feeding age. Then at least they probably have some idea about parenting before they try and start their own family. I mean, that's how I figured it out.

#11 Re: Main Forum » Recipe List » 2017-06-25 12:44:05

OK after a better look it would definitely need some work first. We'll get there eventually.

#12 Re: Main Forum » Recipe List » 2017-06-25 12:39:23

Why not throw this on the wiki? It will do as a place holder until someone can come up with something better. smile

#13 Bug Discussion » Issues if windows scaling is not 100% » 2017-06-25 12:36:27

Hippasus
Replies: 6

If in windows 10 display options "Change the size of text, apps and other items" is set to more than 100% on my computer everything is enlarged and will not fit on the screen. (including in full screen mode) I've had to change mine to 100% while playing. On my computer at least it defaults to 125% so I'd say that this is a bug.

#14 Re: News » Early alpha testing coming » 2017-05-21 15:03:20

Given the intentional minimalism of the crafting system I'd be intrigued to know a (probably hypothetical at this point) crafting tree for something complex like, say, a motorcar or a smart phone. I'm guessing to make it work there will have to be a little artistic licence like, say: cart + engine = car?
Oh, and have a great holiday!

#15 Re: News » Early alpha testing coming » 2017-05-14 07:19:10

Thanks for the comprehensive answers. I'm really excited about 1H1L's potential. Can you give us a sign about when the beta testing will start? If it's soon I can stop asking annoying questions and find out for myself. tongue

#16 Re: News » Early alpha testing coming » 2017-05-13 13:33:09

Too many questions!
1. Will objects deteriorate in this world? Will hammers break? Will walls crumble? Will civilization need to be maintained, not just built?
2. How awful can we be to each other in this game? Can we kill each other? Can we steal each other's stuff? Can we burn down down houses? Can we enslave our weaker neighbors? Can we do even worse?
3. Is crafting as simple as A + B = C + D? Can it get more complex? Does it take time or expend energy to do?
4. Will our interactions with the world (not other people) be limited to crafting? How else might we engage with this world?

Enough for now. smile

#17 Re: News » Early alpha testing coming » 2017-05-12 19:15:38

Well if a planet which could fit over a hundred thousand of our quaint little Suns into its volume isn't all-caps huge I'm not sure what is (galaxy clusters perhaps?) I guess the inhabitants must have very strong bones to deal with the crushing gravity. wink

#18 Re: News » Early alpha testing coming » 2017-05-12 15:17:26

The world you're creating is...VERY BIG. Effectively that means that no two Eve spawned civilisations will ever conceivably meet.  At that point why even bother with such a huge world? Why not spawn each Eve in a new world altogether? I mean, is there any reason why you're making it so HUGE?

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