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a multiplayer game of parenting and civilization building

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#1 2020-10-11 01:12:32

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Cravings Challenge Concept

The lack of goals for the game is one its longstanding defects.  Good goals aren't easy since something like chopping a certain amount of trees might not be all that productive for one's family.  Having craved foods around though is generally good for one's family and one's own character in game.

So, the Cravings Challenge Concept is that the game would track whether or not a player has satisfied a craving in any life through the history of their account.  Perhaps on the death screen, it could tracked with a message that says "0 out of X cravings satisfied" after exiting the tutorial area for the first time, where X is the total number of foods that can get craved in the game.  Then after that if a player craves a food and eats that food in a life, their first numeral increases.  Or however many cravings that a player hasn't satisfied in previous lives, but satisfies in that life.  For example, say a player satisfies 4 cravings in their first life.  Then their line would read "4 out of X cravings satisfied".  Supposing 2 *new* cravings for that player got satisfied (eating 2 craved foods which were not eaten as craved foods already), the player would have "6 out of X cravings satisfied".  And so on, until the player has all X cravings satisfied.  The number of lives could also get tracked.  So, something like "4 out of X cravings satisfied in 1 life" and "6 out of X cravings satisfied in 2 lives".  Once a player satisfied X cravings, it would read "Congratulations!  X cravings satisfied in Y lives".

Then the craving line could reset to "0 out of X cravings satisfied in 0 lives", so the player could try the craving cycle all over again.


Danish Clinch.
Longtime tutorial player.

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