a multiplayer game of parenting and civilization building
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So we got a world where people die and new ones born, and several eves but we don't have a backstory why
We don't have universal time to check the year
Your eve born 6 hours ago so 6x60 is 360
you born gen 19 then you are at age 391 for example
so real time is different from game era
what if new eves always born at the start of the time, but the whole map around the city gets cut and placed closer to a longer living family
sounds weird but the map generates only when you see it ( i think the biomes are fixed)
so technically your city is like 50x50 and some players went to get some iron and rabbits
So what if after 20 gen, both cities are placed closer.
I guess it would need an algorithm to mesh together 2 or more maps, and everyone placed closer virtually, i don't know if it's possible
the eras could allow different things to appear, making the game harder but more fun
the only problem would be that when 2 families meet, the time would be different, but it could correct itself to the older family time
time is a reference anyway, you need a starting point but it's not the start of the world, no one was there when a monkey ate a mushroom and thought that, hey, what if i can use this stone to break this egg? you can use as reference any time, or delete 5 years of history as some african country did (basically they are 5 years behind as they were ashamed of happenings and virtually stopped time)
or different religions wanted to match chrismas with the pagan god birth so they changed the calendar
chinese year is different than universal and so on
so basically the towns would be transferred to a new part of the map at a given time, giving better chances to find others
i mean the world becomes smaller when you are smarter
all those spots in the world never connect so basically you play on different part of the server with no chance of ever getting found
don't know if this is technically possible, a city is a piece of puzzle and even if it's at(30000, 10000)
makes no difference if virtually is at (25000, 10000)
maybe the parts that are 2000 or closer are move together
a buffer of 50 tiles around the explored cities could be matched and moved closer or a bigger size square chunk would have the edges removed that are smaller than 50% and included the bigger ones, then matched together and filled with random biomes
if you reach 60 gens, both towns would be very close creating a cluster
dead towns would stay active for a few hours and move with closest puzzle piece, if they arent discovered they fall off the map
it's similar to jasons shrinking world idea but i think is better to have some sort of limitations
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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