One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 2018-09-12 23:44:31

karltown_veteran
Member
Registered: 2018-04-15
Posts: 841

Suggestion: Climates, Evolution, Genetics tweaking

Climates-- To bring diversity and trade to the villages of One Hour One Life, we have to have each one specialize in a certain thing. To do this we need to make different climates for each. Maybe one was built by a lake, and so it specializes in importing fish. Another might be near a jungle and therefore trades its papayas (papayas?) for the other town's fish. Also trade hasn't really took off, because most of the time it's hard to find a town within walking distance of yours. You could make eves spawn a little closer to each other?

Evolution-- People who build farms in deserts might get tanner over time, or have tanner children. People who farm in a colder biome (that is slightly more hospitable than tundra, and has benefits so it would be a good choice) will have paler skin over time, and paler children. People who live in green will have their skin stay the same and have their children have the same skin for the most part.

Genetics tweak-- I understand that ginger-looking people can be born from all kinds, but it doesn't really make sense that the very dark boy would be born from a pale person.

Thank you for all the work you do on One Hour One Life


.-.. .. ..-. . / .. ... / ... - .-. .- -. --. . .-.-.- / ... --- / .- -- / .. .-.-.-
ˆ ø˜ç´ ƒ®åµ´∂ å˜ ˆ˜˜øç∑˜† å˜∂ ©ø† å∑å¥ ∑ˆ†˙ ˆ†
he xnt bzm qdzc sghr, xnt zqd z enqlhczakd noonmdms
veteran of an OHOL town called Karltown. Not really a veteran and my names not Karl

Offline

#2 2018-09-13 17:22:16

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: Suggestion: Climates, Evolution, Genetics tweaking

karltown_veteran wrote:

Climates-- To bring diversity and trade to the villages of One Hour One Life, we have to have each one specialize in a certain thing. To do this we need to make different climates for each. Maybe one was built by a lake, and so it specializes in importing fish. Another might be near a jungle and therefore trades its papayas (papayas?) for the other town's fish. Also trade hasn't really took off, because most of the time it's hard to find a town within walking distance of yours. You could make eves spawn a little closer to each other?

Evolution-- People who build farms in deserts might get tanner over time, or have tanner children. People who farm in a colder biome (that is slightly more hospitable than tundra, and has benefits so it would be a good choice) will have paler skin over time, and paler children. People who live in green will have their skin stay the same and have their children have the same skin for the most part.

Genetics tweak-- I understand that ginger-looking people can be born from all kinds, but it doesn't really make sense that the very dark boy would be born from a pale person.

Thank you for all the work you do on One Hour One Life

that's not really how evolution works, what you described is found in lamarckism. would make more sense to make a better inheritance system and then add different degrees of fitness based on ethinicity and biome. but before that better genetics are indeed needed.

I've made a point about it in some other post that it's hard to make a nice genetics system in this game since there is no sexual reproduction. if babies always inherit their genetic composition from mothers only it means much less variations is being added in each generation. The best way to add more fluid genetical variation is adding quantitative genetics to the game. dark/light skins could be a result of that plus mutation chances. Still, the inheritance is still an issue.



edit because i said nothing about trade. I agree with you, we need more mid to late game resources that need to be scouted for and traded for. we have few biomes though, so its kinda easy to get close to any of them

Last edited by Booklat1 (2018-09-13 17:23:51)

Offline

Board footer

Powered by FluxBB