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Gigantic updates in v28 and v29
July 22, 2017

Three weeks of 10+ hour days have paid off in a gigantic update that addresses every major issue that arose in playtesting. There are only a few new bits of content in there, but some big changes in the way that the existing content functions.

The biggest change is the new recipe hint system, which shows you what's possible with what you're holding or what you just clicked on. It's a local step in the tech tree that helps you figure out what you can do next. Did you know you can do 26 different things with that sharp stone you're holding?

Food has been changed to stack in your food meter, like it does in most games, but food has also been changed so that wild food sources run out in the short term. No more infinite berry bushes. This is supposed to be a hard survival game, but the tedium of having to live constantly on an almost-empty stomach is gone. You can fill up on any wild food source to buy time, but every time you do, you come closer to long-term starvation as the wild supplies run out.

You now get a message when you die explaining what killed you.

Oh, and something sane happens now if you ever reach the edge of the world.... in 17 real-life years of continuous walking.

Behind the scenes, there are major changes to what's possible in the editor in terms of abstract object categories and objects that can be used a certain number of times before running out (the new berry bush is an example).

If you've been waiting to dive back into playtesting, now's the time.

Full list of changes here:



The Nudity Question
June 14, 2017

One Hour One Life is about growing a new civilization from scratch, starting naked in the wilderness, across many human generations. You start the game by being born as a baby, and obviously you are born naked. People can make clothing over time and put it on, but they can also take it off.

The question: how should nudity be depicted in the game?

My creative partner Tom and I parted ways about 3 months ago. Before that, we were all-in on the depiction of nudity in the game, with a character style that looked like this:


I thought it looked interesting and funny. But the detailed nudity seemed like the elephant in the living room for a lot of people. It had the potential to overshadow everything else, and recurrently popped up in discussions about the game (Kotaku comments). For me, an anti-Victorian stance is part of my makeup, and I do want that to shine through my work. But it's not really what this game is about (it's not a statement on nudity). And then there are commercial issues as well. Nudity could make or break the game either way. I could stir up interest and boost sales, or it could turn off the vast majority of people.

I've re-done all the drawings myself since Tom left the project, and I made an early decision in the new character design to keep the nudity totally abstract. After all, these characters don't even have noses or ears, so why show nipples or genitals? They're cartoons. But they're still obviously naked, because they're flesh colored, and they can put on clothing and take it off. (This is just a sample... there will be 100 different characters from a full spectrum of skin tones.)


But is this too tame? Some of my local game design friends say that I'm chickening out. They also say that I'm cutting out something that will make people curious about the game.

And we have Naked and Afraid on the Discovery Channel as a hit show, albeit censored. But people are interested in that premise.

And of course Rust. Maybe there's a difference with 3D vs 2D nudity, though. 2D leaves more room for the imagination (see Scott McCloud), making it more salacious? 3D nudity looks like mannequins, and we can distance ourselves from them a bit.

On the other hand, Rust had nothing but naked MEN for years, and they only recently added women, amid great controversy. Maybe depicting naked men is funny and okay, but not naked women. Like the game Icycle:


My wife's reaction to Tom's characters was always that they were "creepy" and that they made her feel uncomfortable in they way that they depicted female nudity. Maybe too R. Crumb-ish or something.

So is there some middle ground? Some kind of more abstract nudity that would be less creepy without chickening out?

Someone pointed out the manga character Shin Chan:


And there's the classic "inverted black triangle" for women, though even that has a somewhat creepy history, like the Playboy Femlin cartoon character (NSFW):


Obviously, the Femlin is meant to be erotic, but is there a way to depict cartoon female nudity without that effect? We have so few examples to reference.

A Google search for "cartoon nudity" results in quite an eyeful. So people are right to associate cartoon depictions of female nudity with salacious intent, given the history of dirty cartoons. Maybe there's no way to transcend that association.

Still, I want there to be absolutely no doubt that these characters are naked when they're not wearing clothing. That idea is very important to the heart of the game, while the specific way that nudity is represented is not.

Early alpha testing coming
February 17, 2017

Friends and family testing has been going well. We're right on the verge of being ready for some early, small-scale public alpha testing. The game is in a pretty stable state with a comprehensive batch of starter content (from rocks all the way to forging steel---each game system has an example piece of content in place).

The art collective where we have office space is losing its lease, so we're in the middle of an upheaval as we prepare to move to a new office. As soon as we're settled there, we'll be working on another few weeks of solid content creation. At that point, we'll be contacting our early alpha testers and delivering builds to people.

New website automation
February 17, 2017

The development process for this game is intricate with a lot of moving parts. That's been true for some of my other games in the past, but keeping people up to date on what's going on with development has always been a manual, tedious process.

I've been doing a lot of scripting work on the website to turn it into an automated information hub for documenting our development process. The latest news---like this post---is pulled out of the forums automatically and displayed here. There's a log of concept art, and a very straight-forward scanner-to-website pipeline, so we can keep the flow of website visuals coming. And the Update Log automatically catalogs the new objects in each game update. We plan for hundreds of updates, and thousands of objects, over the next few years---there's no way we were going to be posting manual updates about all of that stuff.

Finally, the homepage automatically presents a sampling of the latest information from each source.