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a multiplayer game of parenting and civilization building

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#1 2017-06-26 18:04:21

Vescator
Member
Registered: 2017-02-20
Posts: 23

dying

I don't like the food mechanic in this game.
I have died so many time just standing for a bush.
So i had an idea.

When you are out of food you drop to the ground. You will not be able to move, eat or talk.
A friend can turn you back to live if they feed you.
Of course there is a limited time span.

I think this would be a bit more realistic.

Last edited by Vescator (2017-06-26 18:04:57)

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#2 2017-06-26 22:12:31

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,804

Re: dying

This is an interesting idea!

It doesn't work when you are alone, though...

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#3 2017-06-27 19:50:33

Vescator
Member
Registered: 2017-02-20
Posts: 23

Re: dying

You could expand this idea with items. Special medicine could revive people that are more died. What I mean is this.

You go from
alive + no food -> hunger (status:laying on the ground) (revive item:berry)
hunger + 20 seconds -> hunger and thirsty (status:on ground and your letters are scrambled) (revive item:water bag -> this will turn you to hunger)
hunger and thirsty + 20 seconds -> fainted (status: on ground, no typing and a lower vision) (revive item:medic pack -> this will turn you to hunger and thirsty)

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#4 2017-06-27 20:54:44

zed
Member
Registered: 2017-06-27
Posts: 46

Re: dying

As someone accustomed to using a keyboard for everything, I find the mouse
interface rather fiddly, and I frequently misclick. Too often this leads to
death while I have food within reach, because I didn't hit the right pixels.
It's also frustratingly frequent that I'll make it to a food source before
starving, only to find that I have something in hand and there's nowhere
sufficiently close to drop it.

So maybe as a slight modification to Vescator's idea, the "starving" state
shouldn't completely incapacitate you, but should let you move only very
slowly. That gives you a chance to feed yourself if you've planned ahead and
reached food, as well as allowing others to feed you.

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#5 2017-06-27 21:34:09

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,804

Re: dying

Well, I'm working on making it less fiddly.  Highlighting the object that you're about to click on is huge, and pretty much eliminates miss-clicks.   I'm just trying to figure out how to make the hightlight look good with the rest of the artwork.

As far as the crawling slowly, how long does it last?  If food is in barely in reach, this will just extend the frustration.  And being helpless on the ground, waiting for someone to feed you will also be a bit of a slog, I think....

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#6 2017-06-28 00:29:54

joshwithguitar
Member
Registered: 2017-03-12
Posts: 11

Re: dying

Some suggestions to make "accidentally starving" less common and frustrating:
- If you click to pick up food while holding something you will drop it on any free adjacent tile
- Grabbing berries from a bush should cause you to drop what you are holding, just as if you were picking it up from the ground
- If you're holding food when your food metre goes to 0 you eat the food rather than dying

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#7 2017-06-29 21:02:32

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,804

Re: dying

Yeah, I think that if no transition applies when you click on something, it should trigger a swap of what you're holding with what you clicked on.

Not sure that I'm going to have auto-eat in there.  There's something very dramatic about dying with food in your hand.... and finding a skeleton with food next to it...

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#8 2017-06-30 19:00:07

zed
Member
Registered: 2017-06-27
Posts: 46

Re: dying

The warning sound and the mouseover highlights help a lot.

I still find selecting small objects to be annoying and error-prone, though.
How about a minimum radius for the hotspot?

I think I'd also like keyboard controls - say roguelike "hjklbnyu." for
movement, with modifiers (e.g. shift and ctrl) for interacting with
neighbouring squares (or the current with '.'). Then some more keys for
interacting with clothing. I guess moving a square at a time means more
network traffic, but hopefully not so much as to be a problem?

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#9 2017-07-01 20:38:31

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,804

Re: dying

Min click radius is something that I'll play with in the next release.

The problem is that sprite click masks also affect the ability to pick objects out of containers.  So it's great for clicking a tiny object on the ground, but not great when you have a bunch of things in a container and want to pick one.

Also, as the click radius gets larger, accidental actions become more likely when you're just trying to walk somewhere.


Regarding your desire for keyboard controls... I think that's a mod that I'll leave up to you, for now....

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#10 2017-07-05 21:58:10

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,804

Re: dying

This is another test comment.  Will it show up in Discord?

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#11 2018-10-15 19:55:55

Aurora Aurora
Member
From: Tuppsala (HAHA FATTAR NI!?!?!)
Registered: 2018-04-09
Posts: 839

Re: dying

This is a horrible idea

-Everyone from the future


One of the original veterans.
Go-to person for anything roleplay related.
4 years in the community.
Unbanned from the discord.

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#12 2018-10-15 21:48:25

Sovietico21
Member
Registered: 2018-09-15
Posts: 30

Re: dying

Yes please, just erase the hunger bar, let us live for ever, expand the living age up to 1000.

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#13 2018-10-15 22:19:10

Tramax
Member
Registered: 2018-06-30
Posts: 134

Re: dying

joshwithguitar wrote:

Some suggestions to make "accidentally starving" less common and frustrating:
- If you click to pick up food while holding something you will drop it on any free adjacent tile
- Grabbing berries from a bush should cause you to drop what you are holding, just as if you were picking it up from the ground

Dunno about these, in cluttered areas the item you're using could end up teleporting a fair distance, and the value of eating your food may be halved by the time you find your item again. In cities in particular, this could end up straight up deleting your item if people aren't being smart about where they keep their items.

Being able to "drop" an item on a berry bush tile is prone to making a slippery slope and I can imagine a lot of berry gobblers accidentally holding wheat seeds running off after they got their fix, followed by someone coming by (also nearly dying from starvation) clicking on the bush only to pick up a wheat seed. That'd perpetuate double clicking on berry bushes which wastes the resource twice as fast when there's nothing dropped on them.

Last edited by Tramax (2018-10-15 22:20:25)


#1 Ranked baby player in the competitive OHOL community. Colour yourself impressed.
...
Also ranked #221354986 every other life state player in competitive OHOL. I'm nothing if not consistent.

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#14 2018-10-16 12:04:53

Roblor
Member
Registered: 2018-07-31
Posts: 293

Re: dying

I like the controls as they are.
Just get into the left-click right-click system and it works fine.
However I wish that wolves weren't able to just snipe me from out of nowhere.
I get that life is not fair, but sudden wolf death is so brutal in a perma-death game.
Snakes you can avoid by walking around trees as a precaution, but it's bad that they sometimes slither up to still-standing players's tiles and just straight up murder them.
I've been told that rattlesnakes tend to avoid people in the wilds - not pursue them.


IT PUTS ÞE BERRY IN ÞE BASKET OR ELSE IT GETS ÞE HOSE AGAIN !

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