a multiplayer game of parenting and civilization building
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Four new characters, for a total of six in each skin tone now. The family code has been fixed so that your kids and grand kids are more likely to look like you.
Graves have had mouse-over names for a while now, but this update pushes further with labeled grave stones that last forever. And of course, you can't have grave stones without roses. But it turns out that roses are a bit of a pain to grow from seed. Welcome to the world of seed stratification, folks.
If you see a white rose in-game, you're looking at something pretty special. Blue roses are coming in the next update.
I'm an experienced game designer.
But this is one of the most complicated games anyone has ever attempted to design.
I get the feeling that balance will ultimately be impossible, or at least that is a kind of latent fear of mine, as more and more objects are added.
There was always a fundamental problem that I've been struggling with for years: how to handle resource distribution and regeneration in a world where you have no idea how many people will be trying to use those resources in a given area? If it's just right for 50 people, will it be too fat for 1 person and too lean for 100?
A few years ago, this game actually had an infinite berry bush as a wild food source. At one point, something like that seemed necessary. Won't people starve otherwise? A game like Don't Starve has a single player operating in the world, so the berry bushes can be finite and a good distribution can be picked by the designers. But when you have 1, 10, or even 100 people playing, and you're not sure how many, how many berry bushes should there be?
The game was horrible with infinite berry bushes, and got better when I made them finite. I balanced the wild food in the game for one person, and just kinda punted the issue.
I'm not sure, in retrospect, why I was even worried about it, given that all babies come through mothers, so populations are naturally limited. I think back in the day, close-radius Eve placement was also a confounding factor.
But I still wasn't sure if this problem was solved until after launch. I couldn't test what would happen with 100s of players until I had 100s of players.
My original design for the tech tree and how stuff would be added was a kind of hand-wavy content-based approach. People will craft stuff just to craft it, the tech tree will be explored because it's there, etc. Just keep adding stuff, people love content, who cares?
I always had some misgivings about this approach. Pointless content is... pointless... and it's not the way I've ever designed a game in the past.
And players quickly echoed this sentiment after the game launched. No one made pies---why bother, if carrots are infinite?
I haven't seen a dyed hat in the game in a long time...
So then my misgivings came home to roost, and the looming WHY question came sharply into the foreground. There will be a bunch of pointless content in this game (dyed hats, painted walls, etc.). But some of the other content, the spine content, need a solid why associated with it.
I think this game has a chance to actually be a good game, as opposed to just the heap of content that I promised.
My original design for the content of the game broke everything humans ever make down into three categories:
1. Food
2. Shelter
3. Entertainment
Can you eat it? Can it keep you warm?
If not, then you're just making it to make it. Hula hoops and monoliths fireworks and red shirts.
Items in 3 don't need a reason.
But if an item's primary purpose is 1 or 2, it needs a good reason, or else you're not going to make it. I don't want deep wells falling into category 3.
Keep in mind that I'm just one person!
There are bugs to fix, new features to add (like the family tree, grave names, etc.), and general launch stuff. And then there is content to add.
In the grand scheme of things, this game "just launched" and is still "brand new". We're still 5 days away from the 3-month mark, and the game was in development for 3 years before launch. My original plan was to keep working on the game for at least 2 years after launch, so that means we have at least 21 more months to go.
I have put out some kind of weekly update, with either new features or new content, every week for the past 12 weeks, except for the one week that I was away at GDC. That is 11 updates since launch. We have 93 more updates to go.
I have not at all come close to my stated goal of 100 new objects per week. I believe the largest update so far was something like 85 new things in one week.
But, as the other development work diminishes (no bugs left to fix, servers are stable and fast, I'm not answering 50 emails a day, people are generally happy with the state of the game), then I will be able to work towards that 100/week goal. I will be able to spend all 5 days each week producing content.
This game has been through A LOT of stuff over the past three months. Players have been unhappy with the state of the game many times and for many different reasons. Boredom, steady states, griefing, lack of meaning, baby suicide, etc. And that list doesn't even include "bad updates," which of course I had to scramble to fix instead of making more content. I think most of that stuff has been ironed out now, and most people think the game is in a pretty good place.
This is reflected in the player reviews. The last negative review was posted 5 days ago (until the one that was just posted today), amid 20+ positive reviews during that time. Sales are climbing too. People like the game again. I think that's really important.
My dear sister, you and I represent our tribe's only hope!
Blue Lagoon, here we come.
Actually, I don't think incest was my main concern when I avoided simulation of mating. I just didn't want this to be a game about consent. Male characters chasing female characters around, cartoon boners poking out from under loincloths, etc.
This is some other kind of bug or lag, not disconnection.
When someone disconnects, the server kills them and they die. A grave is created, they drop what they are holding, etc.
I test death all the time on my end by quitting one of my test clients.
In the editor, an attacking shot wolf decays to a shot wolf in 1 second. That content update was pushed out many weeks ago.
You're in my house.... be nice to each other, please. There's always PM if you want to continue fighting.
This has been fixed. The fix will go live in the update later this week.
Sounds like your game is NOT running inside its own folder somehow. If it can't find the DLL, etc.
Make sure you double-click the game from inside it's folder, and not from some kind of shortcut menu.
If you are seeing a black screen at launch, that's probably a different issue. Try running the game in windowed mode as a sanity check. Open settings/fullscreen.ini with Notepad and save a 0 into that file.
Screen shot?
YAHG, sounds cool, but that stuff is beyond the scope of this engine, which has A+B crafting, decay timers, and use counts, but no inter-tile interactions. There's no "water" under the ground or anything. Nothing is actually simulated here. It's all just faked with A+B crafting.
Morti:
1000 people in one city is never going to happen for tech reasons.
A stress test before launch of robot clients walking around in the game maxed out at about 300. And that's with nothing in the world besides nature. Network can't handle sending that much data, client can't handle drawing that many objects, etc.
So, the hypothetical 10,000 player future of this game would involve 50-100 separate servers.
Looking at reality is somewhat helpful, but also not that helpful, because of the limitations of my simulation. Why do people eat potatoes and meat instead of just carrots? It's not just caloric practicality (you'd have to eat 100s of carrots a day to survive, and then you'd die of vitamin poisoning), but nutrition, which I'm not simulating. Also, why tomatoes? Mostly for taste, which I'm not simulating.
Why do people dig wells instead of just hauling water from ponds? Contamination of drinking water, which I'm not simulating. Also convenience (well in town center, less walking), which I'm simulating. Pumps and other things are mostly time-savers. Bigger up-front time cost, long-term time savings. But why not just build the farm right next to the pond? Probably land quality, grade, etc, which I'm not simulating.
Maybe the manual wells need to be multi-step somehow.
But the granularity of my simulation kinda papers over that. Almost everything happens instantly, like baking a pie. That makes time-savers hard to simulate.
Deep well could take time to lower the bucket and time to raise it again. But shallow well? The main reason people don't just use those in real life is contamination or maybe location (water table too deep, and I'm not simulating that either).
The point is that many of the real-life reasons for doing things don't apply inside this game. I need to make sure there are reasons that match the granularity of my simulation.
And this has nothing to do with some kind of sustainability "message." It has to do with making an interesting game that's not broken. "Broken" meaning there are major elements of the game that never come into play in practice, or that only novice players would be stupid enough to use.
There will be lots of broken things in the game over time, but I need a lever that I can pull to fix them. I need to make sure that the lever has both granularity and range, so that I don't run out of room to make something even better than the previous tech in a way that actually matters.
Imagine a situation in a given village where nothing but deep wells exist at the top of the tech tree, and you've been getting along for days with just those. Then I introduce pump wells in an update. You've still got all your deep wells around, however, and you were doing fine without pump wells before, so why would you suddenly rush to upgrade? You might do it just out of curiosity, but beyond the novelty, WHY? That is the question that I need to answer here, in general.
Okay, fixed this in source. The fix will go live later this week.
Just don't walk north 1000 pixels from where you were born and click there.... there's a hidden text field up there that is the underlying mechanism for chat, and if you click in exactly the right spot, it comes into focus.
You folks who were having it happen over and over were in exactly the right spot...
This has been fixed in server code. The fix will go live later this week.
Yeah, I am trying to work out core principles here that everything will abide by as I add more stuff.
What are the rules by which I add higher tech?
For example, an obvious next step is some kind of pump well, maybe a hand pump, and then maybe a wind pump, eventually a motor pump.
How do these things work, relative to the existing wells and ponds?
I need some kind of design rule that ties everything together. Worst case, I add all these things, and after a few days of role-playing pump-builder, players go back to just using ponds again.
"Everything runs out" is one design rule that works here. If the ponds simply don't refill, players must make wells or die. And if the wells don't refill, players must make pumps or die. The pump wells go dry, players must make wind-pumps or die. Same with motor pumps. Then the petrol runs dry, and players must make solar motors or die.
"Everything runs out" works even if some things really don't run out, but simply are produced too slowly. Wild berry bushes are a great example, since they're currently tuned so that you cannot survive in one place on them for long. Farm or snare or die. So ponds can use the same technique. If you depend on them alone, you won't produce water fast enough.
So, that's great for natural resources. Some run out entirely (iron ore), and others are produced too slowly to sustain you.
But how do man-made resources work?
The problem is that there's no limit on how many of these can be built in one area. If wells produce X water per hour, then 10 wells produce 10X water per hour. It would be hard to make the pump well 10X faster. Even 2X faster is a lot. So you could build 1 pump well or 2 regular wells, and if regular wells are easier to build, which they have to be...
If regular wells last forever, then you will probably have enough of them around from previous generations that you never need to build pump wells.
So, maybe infinite, with rate increases for higher tech, doesn't work.
One of my local design friends thinks this is the way tech should work. The ponds in an area cannot sustain more than 1 person. Build a well, and you can sustain 2 people. Build 2 wells, and you can sustain 4 people, Upgrade a well to a pump well, and you can sustain 8 people, etc.
The problem is that, in practice, anything more than about 8 people in a village is superfluous to the village's long-term survival. Maybe that will change as things get more complicated, and more roles are needed. But it doesn't seem like "sustaining a bigger and bigger population" is really anyone's core goal.
Furthermore, we can't control even how many ponds you have access to, let alone how many wells you build. So you might luck out and find yourself in a natural area that can sustain 8 people right from the start. Or an area with a bunch of loose stones, so you can easily build 3 regular wells and be set forever.
What about finite with increasing capacity? While the natural things regrow over time, albeit slowly, maybe the man-made things do not?
That is the current difference between a carrot farm and a wild berry bush. The berry bush produces food slowly forever, and you have no control over how many you have access to. The carrot farm produces 5 carrots per row, but that's it, and you can have as many rows as you want. After a row is gone, you have to build a new one, which slowly consumes resources over time.
So, this is the version of the well that is like a tank with 50 water in it. Once it's empty, it's empty. Build a new one, or upgrade it to get 100 water. A cistern becomes useless (because a well is essentially a cistern that starts full), though a cistern is still useful for ponds.
The question with higher and higher tech shifts from "how many people can you sustain" to "how long can you last?" This gives us a lot of design flexibility, because we can tweak these numbers a lot without breaking anything. We can easily give some higher tech 100x the capacity of lower tech, which just means it lasts 100x as long. (On the other hand, if we were to give something 100x the production rate, that would support 100x the population, which would effectively mean the resource is unbounded.)
We can also be much more generous with natural sources, if they run out in the same way. If a pond produces X water per hour, our hands are tied, and we have to keep X low, so that higher water tech is worth building. But if a pond simply produces X water total, then X can be whatever we want it to be. No matter how high we make X, it will eventually run out, and people will need to move on to wells.
For carrots, this would mean that putting fertilizer on your carrot row would make the same row grow 10 carrots instead of 5, and using a deep plow first would make the same row produce 20.
The problem is that it kinda feels weird for some resources, and runs contrary to real life expectations. Real wells don't have fixed capacity like this. It does make some sense for the highest tech, because a petrol pump well would eventually run out of fuel and need refilling.
What about temporarily infinite with increasing timespan?
A well could produce infinite water for 5 minutes, and then go dry. A pump well could produce infinite water for 10 minutes. A wind pump for 20 minutes, etc.
During that time, there would be a frenzy of water use, harvest, and storage. Cisterns would be crucial. Then the well would go dry, and there would be drought. Perhaps the well could run on a cycle, 5 minutes water, 30 minutes dry, 5 minutes water. Perhaps the higher tech could make the dry time shorter and shorter.
For carrots, during a brief harvest window, there would be infinite carrots to pick and store.
This would also seem to eliminate the benefit of more than one of any resource-producer. Storage would be king. Though building wells at different times might give you infinite water all the time, as the well cycles would form phase patterns.
This "feast or famine" model is pretty out-there, but it's an interesting corner of the design space to think about.
Then, there are hybrid approaches. Fixed capacity, with some refill time in between. A well with 50 water. Once drained, it takes 30 minutes to recharge. Then you can take another 50 water. Better wells can have greater capacity and/or shorter recharge times.
This is currently how domestic berry bushes work, along with some maintenance.
Another hybrid approach is to have everything recharge VERY slowly, pretty much at the same rate regardless of tech, but modulate starting capacity for higher and higher tech. This again gives us flexibility with ponds, because we can give them higher starting capacity. Essentially, this could be tweaked so that, no matter how many wells you have, you always need to build more eventually, but wells never become totally dry and useless.
Life IDs as visible in the family tree browser are just sequence numbers---the order in which the life was logged. Each life is given a unique ID number.
It has nothing to do with the player.
Even the playerID, which is known to the family tree server but not currently displayed, is just a sequence number of lives on a given server. On server 1, these are currently up around 600,000, simply because 600,000 people have played on server1. Each life on a server gets a unique playerID.
So, none of these numbers can be used to track players across lives. Only the email can, and I'm definitely not showing you that.
Also, I'm pretty sure this was due to the server1 disk space issue, where map tiles were becoming corrupted. The container wasn't there, but the contained items still were, or something...
Server1 was running out of disk space due to bug reports piling up (for the bouncing 10-seconds client bug) and crashing as a result of this.
All bets are off in terms of what was happening to the map databases in this situation. No more space to update tiles in the database, some tiles were probably lost, etc. Weird that it happened in a perfect checkerboard pattern.
Kinda lovely, actually!
But I'm going to chalk it up to unknown behavior when disk space runs out.
Okay, I think this has been fixed now.
Sorry for the trouble!
Sorry folks...
Server1 was running out of disk space and crashing a lot due to some bug reports piling up.
One time, it apparently wasn't able to save the nextPlayerID, so it reset back to 0.
This caused all kinds of problems on the lineage server, with duplicate IDs.
I'm working on fixing it now.
Until I get some better client differentiation in place, I've disabled saving these logs server-side.
I'll post a new bounty thread when the better client code goes live.
Yikes, this is a bug.
Yeah, I've thought about this.
The problem is that the client currently outputs all the relevant messages to stdout and doesn't save them in RAM at all. On Windows, this is conveniently saved in stdout.txt, so people can email it to me. I don't think Windows would let me open this file for reading if it was still open for writing.
Note that these changes do not make water finite.
I'm still not sure about this. "Everything" can run out without literally making every single resource run out, as someone just pointed out in this thread.
But doesn't an infinite resource mean busy-work with no decisions to make? Having the resource respawn at a given rate still allows for decisions (you only have X per hour, and that's finite). But it does create a kind of busy-work feeling where you're waiting for the resource to respawn. The alternative (if the resource never respawns) is looking for more of it or building more tech to get a larger finite supply of it. Both are more interesting and dramatic than waiting around for it, or coming back to the same spot over and over to see if more is there.
This game, in general, has instant, no-wait crafting. Most crafting games have a timer, where it takes 30 seconds to make an ax, or whatever. Here it might take 30 seconds, because you need to carry out the steps. But there is no timer.
There are a few things that do take time, mostly for thematic reasons. Making charcoal, growing plants and animals. It would be weird and confusing if you planted carrot seeds and instantly got carrots. But maybe this game should work like this. Waiting isn't interesting.
Waiting for a pond/well to refill is even less interesting than waiting for carrots to grow. But I guess I'm having similar thematic trouble here.... is this a world without rain? How can a well never refill?
There's also something different here, because a well/pond refills over and over, and all without you doing anything. No resources are spent, no decisions are made. Growing carrots also takes time and waiting, but it's not automatic, and it uses resource along the way.
Farm milkweed?
Knitted clothes require no thread, right?
My main goal here is to eliminate the "be careful or ruin stuff forever" feeling. That feeling is separate from whether stuff runs out or not.
These are the changes that I'm making in this direction:
1. Ponds refill slower, and a dry pond isn't fatal (it's just one final state of emptiness that refills at the same rate).
2. Wells are bigger than ponds, refill faster than ponds, and deep wells refill way faster than ponds. A dry well is no longer fatal (just a final stage of emptiness from which they refill at the same rate).
The idea with 1 and 2 is that the rate at which you can farm food is more limited if you are using ponds, and water-generation is wasted if a well is left full for too long, meaning that cisterns become useful to even out water production. Maybe I will boil the frog here and keep slowing down ponds so that wells become even more necessary.
3. Milkweed never regrows, regardless of when it is picked. However, milkweed seeds can still be gathered infinitely from one fruiting plant (as always), but now milkweed seeds last forever. They can be easily disposed of in a fire.
4. Loose iron is 10x less common, but iron vein is 2x more common, and iron mine produces 40 iron (instead of 20) on average.
Changes 2 and 4 are also aimed at making wells and mines more necessary for an advanced civ, but also helping to make iron run out a bit more.
5. Tilling tools now have 6, 20, and 50 uses instead of 10, 40, and 100. Iron/stone is supposed to be the limit on food production, in the end, so I'm tightening this up gradually as part of boiling the frog.
Changes to rabbits will come later, once I add domestication.
I'm not sure that carrot farming really needs to be fixed any further, aside from increasing the iron pressure. Carrots require tilling, tilling breaks tools. Soil requires carrots. Changing the way soil works won't change the arguing over which carrots go to seed.
Domestic berry bushes are okay for now. They don't break the main rule, because they can't be screwed up by doing something. They can be screwed up by not doing something (neglect) which is okay, I think. They are infinite, but I can't think of a way to change that that makes sense, given that they are bushes...