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a multiplayer game of parenting and civilization building

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#26 2019-11-20 04:30:59

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: Rethinking travel through bad biomes

jasonrohrer wrote:

Destiny, unfortunately, I haven't distributed binaries for it yet.  I don't want to imply that it's officially part of the product just yet, because it's not really polished for end users.

But it can be built from source pretty easily, especially on Linux.  Sticky thread here:

http://onehouronelife.com/forums/viewtopic.php?id=112

Ah darn.  Thst sounds above my skill level.

  I've dabbled the game editors before and would love to play around with making some custom OHOL maps for tutorial and practice purposes, but I'm a wimp when it comes to real coding.   Good to know such a thing exists tho.

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#27 2019-11-20 04:51:06

denriguez
Member
Registered: 2018-03-09
Posts: 251

Re: Rethinking travel through bad biomes

Keyin wrote:
jasonrohrer wrote:

For tools, you hold the tool backwards, and there's clear messaging about using up tool slots.  But here, you already learned the knife, and it's not working on this rubber tree...


I was under the impression that the heat stroke/dehydration/palor would be enough of an indication.

e.g "I cannot slice this rubber tree because it's way too hot here so I cannot afford to exert myself in any way"

But I could be completely wrong. Minor slowness effect could help.

This got me thinking: what if entering a specialist area was simply hungry work in the form of a temporarily shrunken food bar for everyone but the specialists? And what if interacting with specialist items (rubber tree, tarry spot, wild horse) was hungry work even for the specialists? Only specialists could do the work because only they would have the hunger capacity to do it.

Ex: immediately upon entering the jungle, the ginger's struck by heat stroke and their entire hunger bar (not just their pips) gets cut in half. They cannot slice into a rubber tree, because it's hungry work. Their hunger bar is literally smaller, so they can't even eat enough to interact with the rubber tree, but can still pick things up, pick bananas, etc. When they leave the jungle, their hunger bar restores to full size.

This would only require changing oil tech, rubber tree, and wild horse to be hungry work, not some specialist tag.

Edit: I think it'd also be a good disincentive to traveling through bad biomes, making it much more likely that only desert specialists would collect ores for dying, etc. No need to code ores as desert-specialist only.

Last edited by denriguez (2019-11-20 05:01:02)

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#28 2019-11-20 05:09:21

Coconut Fruit
Member
Registered: 2019-08-16
Posts: 831

Re: Rethinking travel through bad biomes

denriguez wrote:

And what if interacting with specialist items (rubber tree, tarry spot, wild horse) was hungry work even for the specialists? Only specialists could do the work because only they would have the hunger capacity to do it.

It wouldn't be clear message either. I saw many times how a person tried to cut a tree without result. Many just don't know that most of trees are hungry work. Same would be here.


Making own private server (Very easy! You can play on it even if you haven't bought the game)
Zoom mod
Mini guide for beginners
website with all recipies

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#29 2019-11-20 06:50:18

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: Rethinking travel through bad biomes

It took be forever to remember that slaughtering sheep (!) is now hungry work.  I kept stabbing and stabbing, but the sheep refused to die.   

It was a little embarrassing.

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#30 2019-11-20 08:26:13

Greenwood
Member
Registered: 2019-11-18
Posts: 39

Re: Rethinking travel through bad biomes

Wait. Hang on. Did I just read that Jason once made turkeys speak and bushes appear?

Da legends are true!

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#31 2019-11-20 13:52:41

denriguez
Member
Registered: 2018-03-09
Posts: 251

Re: Rethinking travel through bad biomes

I once spoke to the oracle through a well. It was weird and exciting.

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#32 2019-11-20 13:54:52

denriguez
Member
Registered: 2018-03-09
Posts: 251

Re: Rethinking travel through bad biomes

Coconut Fruit wrote:
denriguez wrote:

And what if interacting with specialist items (rubber tree, tarry spot, wild horse) was hungry work even for the specialists? Only specialists could do the work because only they would have the hunger capacity to do it.

It wouldn't be clear message either. I saw many times how a person tried to cut a tree without result. Many just don't know that most of trees are hungry work. Same would be here.

I agree that messaging is still an issue for hungry work, but making it hungry work would avoid the necessity of having to tag items or recipes as speciality items. Just mark them hungry work.

Maybe hungry work could get an exhaustion emote ("phew") or a grumbling tummy to indicate they're too hungry to do the work.

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#33 2019-11-20 17:01:01

happynova
Member
Registered: 2018-03-31
Posts: 362

Re: Rethinking travel through bad biomes

Coconut Fruit wrote:

It wouldn't be clear message either. I saw many times how a person tried to cut a tree without result. Many just don't know that most of trees are hungry work. Same would be here.

True, but I don't think the current message is as clear as Jason thinks it is, either.  In fairness, I thought it seemed pretty clear and nicely done the first time I experienced it.  That dehydrated look and gasp in the desert are really attention-getting.  Or at least they were for me, who was expecting it.

But I just watched a Twitch stream yesterday in which a complete newbie's only takeaway, upon finding himself unable to pick up a rock in the desert, was, "Huh.  Funny how sometimes you can pick things up and sometimes you can't."  He never even noticed the changes to his sprite, and clearly never made any kind of connection about there being a specific cause for it.  (This is probably not helped by the fact that the tutorial takes you through snow and desert and gives no indication that there's anything weird about those biomes at all, leaving you no reason to imagine there ever will be.)

Me, I think I think I like denriguez's idea, except that if it works like yellow fever and all those food pips are empty when they come back, that just makes travel through bad biomes worse, even if you're not carrying anything.  I've already had experiences where travel while carrying things literally becomes navigating a maze, and I don't like mazes.  (Especially as that's yet another thing that starts to make zoom mods feel indispensable.    I hate things that feel like they're punishing me for not using zoom.)

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#34 2019-11-20 17:03:45

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: Rethinking travel through bad biomes

I'm not a fan of the current implementation of special biomes.    I'd rather go back to using temperature gradient to differentiate the different biomes and use some other metric to distinguish families and encourage specilization.    This just isn't working for me.

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#35 2019-11-20 17:16:19

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Rethinking travel through bad biomes

DestinyCall wrote:

I'm not a fan of the current implementation of special biomes.    I'd rather go back to using temperature gradient to differentiate the different biomes and use some other metric to distinguish families and encourage specilization.    This just isn't working for me.

Personally, I think the aesthetics of this are terrible.  I mean, most of the artwork of the game is good.  It looks appealing.  The sounds I find top notch also.  But the aesthetic of member of race X not being able to do Y, because of their race?  Well, if you think that the real world is ugly, I will say that the real world isn't that ugly.  Not in that respect at least.  And yes, that's how it works.  It's just members of certain races not being able to do things.

In contrast, I don't like tool slots and it looks like they are even worse than I expected for low population play.  But, I don't find the aesthetics of tool skills ugly like that.


Danish Clinch.
Longtime tutorial player.

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#36 2019-11-20 17:22:27

Greenwood
Member
Registered: 2019-11-18
Posts: 39

Re: Rethinking travel through bad biomes

I agree. Specialisation can be encouraged, but forcing it like this is too clunky. At times it works well when a bunch of families with experienced enough players of a variety of races spawn near enough to each other and meet at just the right time of development. However, this dosen't usually happen so neatly. What if races instead represented temperature tolerances. Black characters would do well in the deserts, all right in jungles and fatally poorly in tundras, for example. As long as the penalty for stepping into another biome was steep enough then it might have a similar effect to the current update.

Let's say you want to harvest some rubber. To do so you'll need a variety of tools and a complicated process. If you're a ginger haired colonist then while you could technically achieve this, you'll probably starve before you do so. However, if a society is determined enough, it could find its own rubber without needing to use other civilisations. I know it's not perfect but at least it would give players more flexibility.

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