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Update: Last Dance
May 25, 2019

https://i.imgur.com/HquMlx0.gif

This game was never meant to feature a full-fledged combat system. The protocol was designed to allow movement and actions from hundreds of simultaneous players with as few messages as possible, ensuring logical consistency (two players can't both pick up the same object at the same time and cause the object to duplicate), but not realtime interaction guarantees. In fact, the protocol was design with extreme and variable latency in mind, because I always intended players from around the world to connect to the same server. One of my test cases involves using the tools TC and NETEM to manually insert up to 2.5 seconds of latency for all messages sent to my test server. The game still mostly works, even in those extreme network conditions.

So why is there combat in the game at all, then? Because it's necessary for society to function. How can you have rules or laws if you can't enforce them? How can you enforce anything without, well, using force? So yes, it would be easy enough for me to remove combat from the game entirely---just a few mouse clicks. But then the whole thing would fall apart, and the game would be ruled and ruined by griefers, happily ever after.

As a simple example of an endless annoyance: you set down a tool that you are busy working with, and a griefer grabs it and won't give it back. This is kindergarten stuff, but it graduates to petty or even grand theft in the adult world, and in any case, we solve these issues by adjudicated force, at the end of the day. But let's say we want no violence in our game. How do you deal with the person who took your tool and won't give it back?

A game could "solve" this problem for you---and many games have tried---via a very detailed system of hard-coded privileges and rights and transfer operations, essentially hard-wiring a legal system into the fabric of the game itself. Your tool would have an owner list, and that other player couldn't touch that tool unless you added them to the list, and they can't add other people unless you also add them to the admin list. All to just lend someone a tool. If this sounds fiddly and tedious, you're right. We might call such a design a "trust system," but is is anything but, as I will explain in a bit.

Much simpler to let an understanding develop between players---who was using the tool first, when it's acceptable to grab it yourself, and when you should ask first---and give the player the power of force-in-numbers (in other words, law) if that understanding is repeatedly violated. If you say, "Don't plant wheat here, I'm tilling these rows for milkweed," it's expected that the other person will listen. If they don't listen, you complain to them, and warn them. If they keep on with their violations, you get the backing of the town elders, and you take it to the next level. After all, they can't keep violating the community standards if they're dead. Unvarnished, it sounds barbaric. But that principle is at the beating heart of every functioning society in the real world. The less-barbaric-sounding version is imprisonment or banishment, but even those are carried out at weapon-point, for obvious reasons.

Even without the will of the majority to back you up, you can see how an understanding could develop between two isolated players over time, and how that understanding could blossom into a real sense of trust. Real trust comes from freedom and power: you could hurt me if you wanted to, but you choose not to. If you are powerless, I may not need to worry about you, but that doesn't mean that I develop a trust with you. Two free wolves develop a real trust. Two toothless dogs stuck in neighboring cages have no need for trust. That's why a hard-coded trust system, in the place of powerful and free players, actually squashes trust instead of fostering it.

And that is what One Hour One Life is about, from its very first moments onward. Two strangers trusting each other, sacrificing short-term gain for long-haul mutual benefit. Mother and baby are the basic example. There's no hard-coded guarantee that you won't betray me, but I have your back, and you have mine, and you haven't betrayed me for the past 30 minutes, so even though you're a complete stranger to me, I sense that I'm growing to know you. And just maybe---dare I say it---I'm growing to love you. Because you could kill me, but you choose not to.

All that said, for this to function, we don't need a full-fledged combat system. Violence can be a logical operation, or at least it should be, and was meant to be, in this game. If I choose to kill you, I should be able to do that without any execution skill required, and regardless of network latency and so on.

Which brings us to that infamous dancing griefer. Because the movement protocol is not a realtime one, it was possible to exploit it to make yourself nearly impossible to kill. The server essentially had no "sync points" between players in the system until the players landed at the end of their movement. Okay, the player's movement just ended, and we know where the player is standing, for real, and all clients and server agree about that. Now they can execute an action on an neighboring tile. Mid-move, due to variable latency, all bets are off about where a player actually is on each client screen. Griefers could exploit this by moving continuously.

Even if the protocol didn't work this way, a moving target is still way harder to click. And what happens if you misclick? Well, you just right clicked on the ground, which means you just dropped your weapon. Trying to finally hit a dancing griefer was an absolute click-fest of frustration. So even if the town elders have collectively agreed that this person needs to go, they had trouble carrying out their decision. And the griefer, who could sneak up on an unsuspecting person who wasn't busy dancing, would get the jump on each victim and be able to land the kill.

This update changes the semantics of the client KILL action.

It used to be an isolated action that would either succeed or fail depending on where you clicked and whether the server believed that the person was actually there and in range.

Now KILL is a state, not an action, and SHIFT-right-click puts you into that state, with essentially a death warrant for whoever was closest to your mouse when you clicked. You get a forced-ANGRY face when you're in this state, and you can still move around freely. But if you ever cross paths with your target server-side, so that the target of your request is in range of your weapon, the kill action is executed instantly.

This comes as close to a logical operation as we're ever going to get, while still preserving the effects of weapons with different ranges. If you kill-target someone with your bow who is in a locked room, and you stand by the door, the arrow will fire instantly as soon as the door is opened. If you target someone outside the gate with your sword, and then stand by the gate, you will attack them instantly the moment they walk through the choke point.

You can cancel this state by putting your weapon away momentarily, and your angry face will return to normal. The face also gives the target some warning about your intentions---and of course, it can be bluffed with the usual angry emote.

This is a pretty big change, and it will dramatically change town griefing dynamics. But there are some other big changes beyond that.

The temperature system in buildings has been improved again. Now the heat simulation map is 13x13 instead of 8x8, allowing larger buildings to function as insulated spaces. Furthermore, an enclosed building acts as a direct temperature bonus on its own, and also doubles the effectiveness of the clothing that you're wearing. So buildings do more than just hold in the heat of a fire. The best way to think about it is that they reduce some kind of inherent wind chill in cold areas of the world. But for this to work, you have to be completely indoors, which means walls on all sides and corners, along with a full floor, and along with a closed door. If the door stays open too long, the wind will blow in, making you colder slowly over time.

The way last names are passed down to babies, especially in the case of a generation gap where no name is given, has been standardized. This should fix the lost-family-name bug.

Laying tracks for rail carts is now a lot cheaper---one kit can lay six tracks instead of just one. Gates can be built across roads again, and unused property twig bundles decay away quickly, so you don't need to spend time cleaning them up. You can finally move bowls of sterile pads around---mobile medicine can be a thing now.

Next week, I'll be tackling Eve overload around existing cities, and also the balance between close towns and stripped natural resources.
[Link][5 Comments]






Update: Language Learning
May 18, 2019

https://i.imgur.com/PvI7bMy.gif

With the changes put in place last week, which brought distant families together, we're essentially playing a completely different game, with dynamics that we've never had in One Hour One Life before---dynamics, perhaps, that have never been seen in any other game either. There are going to be some growing pains, and some need for balancing.

Learning another family's language is an interesting new part of the game, and it shines a spotlight on age-old philosophical questions. How do we communicate with other people about abstract ideas? It's easy enough to point to something concrete, like a berry or a hammer, and come to a mutual understanding about what words we are going to use to signify this concrete thing. But what about things that we can't point to? Last week, a woman migrated to my village, and she tried to communicate her story of destruction and survivorship. As I tried to repeat these words back to her, it was pretty clear that we weren't making headway at understanding. It wasn't until she wrote her story down on paper, in our shared written language, that I finally understood---and understood the difficulty that we had been having using spoken words for these concepts.

I wanted to enable some kind of accelerated language learning in the game, but I didn't want to undercut the experience of trying to actually learn another language, one word at a time.

In the latest version of the game, accelerated language learning can happen, but only across multiple generations. Your babies have a chance to learn whatever parts of the language that they hear during their childhoods. They pass this partial learning on to their own children, who again have a chance to learn even more of the language during their own childhoods. After you grow up, whatever partial language understanding that you've acquired solidifies, and you carry it with you for the rest of your life. The result is almost like an accent that fades gradually over multiple generations.

And children and grand children, who have had more exposure to the foreign language, can serve as translators to the adults around them.

I've always been interested in the gap of understanding and communication between individuals---that's been a thread running throughout my work---and I've even made whole games specifically about that concept in the past. But this almost seems like the best exploration of that idea yet, and just as one tiny part of a much larger game. Thanks go to forum member Spiegel for planting the seed idea in the first place---that different families could potentially have different languages.

Beyond that, the sword has been rebalanced, Eve spawns have been tweaked, and baby bones for /DIE babies now decay away very quickly.
[Link][4 Comments]






Update: Come Together
May 12, 2019

https://i.imgur.com/jNaYjRv.gif

The Eve spawning algorithm has been changed from an ever-growing spiral to a dense grid packing, based on used natural spring sites. That means that towns are much closer together than they used to be. Walk in a cardinal direction from your town well for a bit, and you're bound to encounter other settlements.

But that doesn't mean civilization will turn into one giant, sprawling mush. Just as I've brought you all together, I've also added a few other things to help you maintain some separation. You're not building that tower to heaven together quite yet.
[Link][28 Comments]






Update: Pump Overhaul
May 5, 2019

https://i.imgur.com/kVc973t.gif

Problem: The longer-term pacing and difficulty of food production in an established village is supposed to be controlled by the development of higher tech water sources as the lower-tech sources run out. However, given that lower tech water sources are built on dry pond sites, and the number of ponds in a given area isn't strictly limited, many villages can get by for way too long on lower tech water sources, which undercuts the the tension and dramatic arc in these villages. Any good Eve will seek out such a location before founding a village, which means that every long-term village faces the same kind of challenge stagnation. Furthermore, the medium-tech water sources never run out, making the highest tech water source unnecessary long-term.

Solution: Wells can only be dug on natural spring sites, not ponds, and these natural spring sites are distributed evenly across the map. It's now impossible to have a town center with multiple wells clustered together. And medium-tech water sources now run out eventually, making the highest-tech source necessary long-term.

You now see the age of a grave when mousing over it. A few other bugs have been fixed, too.

Finally, forum member Clown Baby has done the heavy lifting to get a cool "time machine" server up and running, which will take you all the way back to how the game was when it launched back in February 2018. No bears. No snow. No names. No death stagger. No Eve Spacing. It looks like the same game on the surface when you first log in....

Details on how to connect to this Time Machine server are posted here:

http://onehouronelife.com/forums/viewtopic.php?id=6250
[Link][3 Comments]






Update: Frozen Moments
April 28, 2019

https://i.imgur.com/ySfxCXa.gif

My friend once observed that as photographs age, they transcend their status as documents and move gradually into the realm of sublime art. Even the most casual, throw-away snapshots, given eighty years or so, become nothing short of jaw-dropping---windows into a forgotten world that we can barely imagine ever really existed. We also occupy a very special place in history---the place where photographs, as a relatively recent invention, only document very recent history for us. We can dream about photographic evidence of the middle ages, but we will never see it.

Now imagine people five hundred or a thousand years from now, and how they will likely be able to look at photographs that are many hundreds of years old. Even more mind-boggling, they will have access to moving images that are many hundreds of years old, where we don't even have movies of our grandparents when they were young. It seems like these kinds of multidimensional documents will serve to make distant history more real and less mysterious. That seems neat and all, but part of me likes the mystery.

And this game mostly preserves that mystery. What happened long ago? What did it look like? Who lived here? How did they dress? Now we all have a very narrow window into the past, and your photographs will be messages in bottles that wash up on the shores of the future. Damn, I'm really laying it on thick this time, aren't I? But this is profound stuff that we're dealing with here. Pictures of Grandma. Forever.

And the first in-game photos have already started showing up. Here's a good one for you:

http://photos.onehouronelife.com/photos/1c44c662fc73a22a63e186a0a89408048e3cabae.jpg

You can see the full stream here:

http://photos.onehouronelife.com/server.php?action=front_page

And check the family tree browser for people who have been tagged by a little photograph icon.
[Link][15 Comments]






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