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a multiplayer game of parenting and civilization building

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#26 2019-07-25 03:56:38

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Mapping One Hour One Life

Morti wrote:
wondible wrote:

Added a +/- 250 rectangle. Default view is much closer in.

Curious, why 250?

New play area will be 500x500 tomorrow or whenever the update comes out. He's setting it up where he can adjust the walls on the fly so I would assume he would swap the boundaries by about 250+ or something.


fug it’s Tarr.

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#27 2019-07-25 05:09:47

Morti
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Registered: 2018-04-06
Posts: 1,323

Re: Mapping One Hour One Life

Tarr wrote:

New play area will be 500x500 tomorrow or whenever the update comes out. He's setting it up where he can adjust the walls on the fly so I would assume he would swap the boundaries by about 250+ or something.

Play area for who?
Surely not for every one?

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#28 2019-07-25 05:43:17

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Mapping One Hour One Life

Morti wrote:
Tarr wrote:

New play area will be 500x500 tomorrow or whenever the update comes out. He's setting it up where he can adjust the walls on the fly so I would assume he would swap the boundaries by about 250+ or something.

Play area for who?
Surely not for every one?

Play area for everyone. We're all going in an itty bitty cage tomorrow after the update and seeing how long people last within it. I expect tons and tons of violence between families since there won't be an Eve limit from the looks at the moment meaning very short lineages trying to coexist in the livable bits of the map.

OHOL is probably going to play like a really bad battle royale game tomorrow from the looks of the update but who knows? Maybe we'll learn to all play nice and work together but more than likely it's going to be a huge mess.


fug it’s Tarr.

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#29 2019-07-25 06:39:30

Morti
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Registered: 2018-04-06
Posts: 1,323

Re: Mapping One Hour One Life

wondible's thread is probably not the place place to start a long conversation about this, but, I recall one day when all eves started in the exact same spot, and everyone started as an eve. It was pretty crazy, but, I managed to get far enough away from the carnage that I started a nice town in one life, and over the course of the next few hours, had lots of other players there. We actually had something really nice going for ourselves.
But that said, my little Eve town was about 1k away from the spawn point, NNW of it, and almost everything south of that town was a mess. No farms lasted, no one could afford the food to even work in that area with everyone that died , anywhere, respawning there.

A 500x500 area is just stupid, but, that said, it'll be interesting to see how long we fair.

The iron alone won't last three generations... guess we'll have to try and farm milkweed just for stone hoes.

If we managed to keep all the branched trees around we could maybe keep fires going on kindling instead of firewood... the oil for the water certainly won't last. Charcoal is the only renewable there we could possibly keep going longterm.

If he does this, I just hope he gives us a week at least, and maybe a do over every 24 hours if we get things wrong.

What a mess this is going to be.

Getting the branch tree farms going before all the iron for shears runs out, should be a big priority if we are to beat him at this game.

Good thing it's easy to turn two knives into shears. There'll be a lot of them floating around.

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#30 2019-07-25 06:57:01

Morti
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Registered: 2018-04-06
Posts: 1,323

Re: Mapping One Hour One Life

Morti wrote:

The iron alone won't last three generations... guess we'll have to try and farm milkweed just for stone hoes.

But then again, the stones probably won't last, as the hatchets and stone hoes break, and the stones are all used up for wells and cisterns.

Oh, what a mess.

This should be done on another server, and an option to play there available when people go to log in. Forcing the players to changes like this is sure to turn people away, but then, Jason already has their money, maybe that's the goal; turn everyone away from the game so he can justify not paying for the servers, since that's only a steady loss of money, once the influx of new players buying the game, no longer justifies the bills.

I really hate thinking that is the case, but I wouldn't put it past him.
He can't feed his kids with art; creativity takes a back seat to business, time and time again.

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#31 2019-07-25 07:09:32

pein
Member
Registered: 2018-03-31
Posts: 4,335

Re: Mapping One Hour One Life

i would have said 200x200 for a family alone

i mean no point having more than  4 fams on such small space

it also changes the meta
iron is even more limited, every piece of it

yeah that makes saplings and stone hoes better
horses similarly can be very valuable as 500 tiles is mere 5 min on horse and out of 25000 tiles you can see like 40x500 which is 2000 which is like 5% of map so you can basically run the whole map in a life

now im not sure on details but if you born back you can have pretty good idea where is what

griefing will be rampant and you can go back anywhere

i mean, i wouldn't hesitate to steal tools if my fam runs out of stuff
and we wont manage to keep a family alive without walls

the only thing im worried about is  decay and culling, i mean is unlikely that nothing gets seen so maybe it will be fine

but with limited iron which ends up in 1-2 places, shovels are the most valuable thing to keep soil up, maybe horse carts to gather distant ones
but then still shovel to dig some up

the only way it would work is one big family or maybe 2 on 2 sides
knives don't break so gotta be a lot of stabby

right away i would suggest a red vs blue fight

it's quite easy to map out 500x500 with 12.5 springs,  i mean just think about it 12x12 springs, that's 144, now with 3 useless biomes which don't even have springs,  that's around 80 springs remaining for 90 people
i would say around 10 veins max, and less lose iron than to start more than 5 real towns

with no eve limit and around 100 people, will be half of people eve
the others just suicide so maybe families of 4-5
and discord people will team up to go to some corner
and if anyone gets advantage, they gonna be robbed killed and then the dead people reborn and grief from inside or attack from outside

you don't have to be a genius to realize that on a limited map, free fences that are unbreakable will be used to split map in half and kill others right away


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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#32 2019-07-25 07:10:20

Laskara
Member
Registered: 2019-07-21
Posts: 64

Re: Mapping One Hour One Life

yeah im probably not going to want to keep playing battle royale eve murder cage match honestly

hes probably trying to kill the game at this point i agree

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#33 2019-07-25 12:42:16

Whatever
Member
Registered: 2019-02-23
Posts: 491

Re: Mapping One Hour One Life

wondible's map gives a nice comparison on how big the rectangle will be:

oDWZPFA.png

all the dots are points where someone died i think,
and all of them will be moved into the small blue rectangle.

this will be the new map:

2loRxnQ.png

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#34 2019-07-25 12:53:45

pein
Member
Registered: 2018-03-31
Posts: 4,335

Re: Mapping One Hour One Life

that's around 10 of each biomes, which would give a total of 70 biomes
i think around 40x40 is medium size, less than that is just too fragmented


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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#35 2019-07-25 12:55:30

Twisted
Member
Registered: 2018-10-12
Posts: 663

Re: Mapping One Hour One Life

My only hope is that Jason pushes out this update today so we don't have to wait until Monday for any potential tweaks and fixes. 500x500 is really small, and I don't think it's enough for a game with ~100 average players.

Last edited by Twisted (2019-07-25 13:03:13)

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#36 2019-07-25 13:22:10

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

I've increased detail in the box. The area is so small that I was able to go five additional levels to zoom 29, as far as I've ever taken it. (not used in faded view)


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#37 2019-07-25 13:49:08

Whatever
Member
Registered: 2019-02-23
Posts: 491

Re: Mapping One Hour One Life

wondible wrote:

I've increased detail in the box. The area is so small that I was able to go five additional levels to zoom 29, as far as I've ever taken it. (not used in faded view)

this is amazing !
you can see all the trees and other resources now

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#38 2019-07-28 16:32:14

Whatever
Member
Registered: 2019-02-23
Posts: 491

Re: Mapping One Hour One Life

Its very sad, but the biome map and object map no longer work because of this commit:
https://github.com/jasonrohrer/OneLife/ … 3dfa09eb28

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#39 2019-07-28 16:45:14

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

wondibRIP-112.png


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#40 2019-07-28 20:26:21

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,801

Re: Mapping One Hour One Life

Love seeing the actual objects on the map now.  Really amazing.

At some point, I should add a private API for wondible so that he can pull tile data from the live map.  So then you can see roads and buildings and stuff.  That would be amazing.... and if he could do a time lapse of stuff.... wow!


Regarding the map seed changing:

Yeah, had to do that so that the map wouldn't be the same in each arc run.

I wasn't trying to break Wondible's map, though I did realize that would happen.

This could be fixed by me publishing the seed each time it changes (with a web API or whatever).  However, I'm a bit torn about it.... I mean, there is some joy/surprise in exploring an unknown map w/out looking at it ahead of time, right?

Griefers can also use the known map to find villages (b/c they can look for the "good areas" where a village will likely be).

Also, there are only 4 billion possible seeds, so it's not impossible for him to sample one little section of the map with an automated client and then try all 4 billion until he finds a match.


Maybe I can give Wondible a data pack (seed and time-lapse tile data) for the PREVIOUS arc run, and then he can make a zoomable map using that data, so we can watch how the arc progressed, after the fact.

But the current, live arc would still be mysterious and unknown?

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#41 2019-07-29 00:30:59

Potjeh
Member
Registered: 2018-03-08
Posts: 469

Re: Mapping One Hour One Life

You could use the same seed for generating map but reseed for picking a random rift box location each time.

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#42 2019-07-29 01:13:49

pein
Member
Registered: 2018-03-31
Posts: 4,335

Re: Mapping One Hour One Life

yeah ust move the box around, no need to reseed


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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#43 2019-07-29 02:50:53

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

Potjeh wrote:

You could use the same seed for generating map but reseed for picking a random rift box location each time.

This is what I was hoping for. Or at least that Jason would talk about it a bit before changing map gen tongue Location changes do suffer from the problem that any location leak - lifelogs and monuments - instantly gives people a current map. The game used to be enough of a needle-haystack situation that this mostly only happened in monument towns and very long lineages.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#44 2019-07-29 17:57:39

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

Map is hidden past the approximate end of certainty. You can still view life data patterns; perhaps I should turn them on by default.

WIP client side rendering has been enabled for historical biome layers (desert/arctic/badlands(first) ages) These should enable themselves when viewing data from that time period. Lifelogs don't seem to extend into the badlands age however.

There should now be a single rift box, matching the current view time.

When not in time mode, the start of the data period is used. (Perhaps rift should actually show multiple boxes based on the range, now that I think of it)

"Faded" is now presented as an overlay which affects all base layers.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#45 2019-07-30 13:10:28

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

Manually added biome map of yesterday's mini-arc. A layer per arc won't be sustainable, but hopefully it will hold us until I work something better out.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#46 2019-07-31 19:53:19

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

The map has it's first topographic arc. Based on my memory of events I don't think its the first topographic arc, there seems to be a gap in the data files.

There is also a little easter egg for the original map makers. Select server 3 under data filters, and then the Badlands Age base map.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#47 2019-08-01 06:26:32

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: Mapping One Hour One Life

I wasn't even there, and I appreciate this.
That thread was inspirational.
Thank you, wondible.
YPDUoUc.gif

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#48 2019-08-02 20:28:30

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

Rewrote the main post as a more thorough description of features. I realize it's a wall of text; doing something in-app is on the todo list. (I also did one take at a video tour, but had to run off before highlighting it.)

I've also caught up with the special highlands map generation and fixed a few bugs - notably the character search results weren't scrolling.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#49 2019-08-03 19:24:18

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

Arcs seeds are now in the database and will be set up for daily updates soon.

Arc maps are now a single layer, which depends on a selected time.

A new time selection mode is available in addition to Server and Now. You can now pick lives (by birth time as always) within an arc period. Updating time controls also updates the map base layer, so it's the main way to browse arc maps.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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#50 2019-08-10 18:30:55

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Mapping One Hour One Life

First pass drawing objects from the arc placement logs, showing the final state of objects updated by a player interaction - untouched natural objects and time-based effects are not shown.

Special thanks to Onetech for building a process to make web-compatible object images.

Last edited by wondible (2019-08-10 19:00:32)


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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