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a multiplayer game of parenting and civilization building

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#1 2018-12-07 21:33:02

Kinrany
Member
Registered: 2018-01-22
Posts: 712

#l = Language

Communication is like the hardest part of the game.  Let's make it easier by adding something that helped IRL.  Language.


Cave people were able to communicate just fine with grunting, waving and pointing fingers.  But it wasn't efficient.  So they invented words.

Words are tricky though.  If you know a word, you still need another person who also knows the word.  So if you don't, you'll have to teach someone.

Here's how: humans will be able to remember words.


To learn a new word "BANANA", just type "#b = BANANA".

That's it.  Whenever you hear or read "#b", you'll see "BANANA" instead.

Including your own speech.  "#bs south!" will turn into "BANANAs south!"

It won't work unless other people know what "#b" means, of course.  So make sure everyone hears "#h, Anita #g!" as "Help, Anita is a griefer!", not "Hey everyone, Anita is guarding the knives!".

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#2 2018-12-07 21:41:16

Kinrany
Member
Registered: 2018-01-22
Posts: 712

Re: #l = Language

Implementation details:

  • This is a client side change.  I'm quite sure it'll happen eventually, one way or another.

  • Alternative syntax: "@f=milkweed is fruiting", "\w f milkweed is fruiting".

  • Watch out for recursion.  It's great, but dangerous.

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#3 2018-12-07 21:58:52

Kinrany
Member
Registered: 2018-01-22
Posts: 712

Re: #l = Language

Some consequences:

  • Words can be passwords.  Teach children that "@p=shibboleth", and the sheriff will finally be able to defend against the thieves from the other town.

  • Words can mislead.  What does "Heal banana" even mean?  Why would anyone use "@b" for "birthday"?

  • Babies will hear gibberish and have to actually learn words from context.

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