a multiplayer game of parenting and civilization building
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Scanners were great when I was a kid 30+ years ago.
Even an old scanner is way better than a smartphone camera!
Also, I think paper art is better than digital. Digital art is a dime a dozen these days...
I actually drew donkey tails a while back, but decided not to put them in the game. A little bit too magic. Curses generally are already magic enough!
There's something almost everyone is forgetting here:
By the nature of curses (they stop a cursed person from being born near you), you will literally NEVER see a black F speech bubble coming from a baby. Cursed babies aren't born near you, right? So you will never see a baby born and have to warn the mother that their baby is cursed.
In almost all circumstances, you will also never be born to a mother that you see as cursed (unless there are literally no other mothers for you server-wide).
There are two situations where you will see cursed people around:
1. If they were born before you were born. Older sibs, older cousins, aunts, uncles, grandmas, etc. You're coming into this situation as a new baby, and you see that your uncle is the black sheep of the family. (You will never have a younger sib or cousin who is born marked for you.)
2. If they travel to your area from far away. A visitor comes down the road into your town. Hold the phone, that guy can't be trusted. Even if he happens to be a distant relative...
I hope you see how tight this is, thematically and mechanically.
For (1), as a baby, there are some family members IRL that give you the creeps and you never bond with. But mechanically, as a BB, you have no power to deal with this "bad uncle" for a while. You can barely even tell anyone about it. You have to wait until you grow up. That's a great "cooling off" period where you can watch that bad uncle and see if he's still up to his old tricks. Or maybe he's changed, right? By the time you're old enough to kill his creepy ass, you may have changed your mind about him. "What's up with my niece? She's always following me around and staring at me...."
For (2), thematically, some visiting strangers give you bad vibes. Mechanically, this is the perfect filter to help you judge the potential intentions of visitors, even those that don't speak your language.
For a real griefer, case (1) will be very rare. Lots of people will agree and have the real griefer cursed, which means they will be less and less likely to be born ahead of you in a village where you end up. If you have a "bad uncle," he's very likely an edge case who does bad stuff now and again, rather than evil incarnate.
And the persistent curse tags (DOLL KING or whatever) will help you tell the difference. You trust your uncle, even though he's cursed, and then he kills the whole village. You'll remember the curse tag DOLL KING in the future, and never trust him again.
Finally, case (2) is pretty great when it comes to thwarting revenge griefing. Say the village identifies and kills a griefer, and mass curses him before he dies. They all get to SEE his new curse tag before he dies.
30 minutes later, after being born elsewhere, he travels back to your village to avenge his death. But you all instantly recognize him by his curse tag. Outta here.
That stuff ends up on the front page, so I can't open the floodgates.
However, if you find stuff that you think is worthy of front page status, please email me:
jasonrohrer AT fastmail DOT fm
Please remember that I'll make the final decision about what goes on the front page. Don't get hurt feelings if I don't go with what you send me, please! ![]()
Nice work here!
No scanner, though?
Can you get a better photo with more even lighting of the foot-on-bloody-skull one? Maybe taking a photo of it outside in direct sun would help?
Anyway, if you do, I'll probably frontpage it, and link to this whole thread
Please email me if you do, so I don't miss it in the forums:
jasonrohrer AT fastmail DOT fm
First, I think it's important that you understand this system.
The 30-day thing has been there for MONTHS. If you curse someone, they won't be born near you for 30 days. Nothing has changed there.
What has changed is that if they somehow make it back to your town (or they get born in your town before you get born there, so you are born into a situation where they are already around), you will be able to see them as marked and identify them.
But remember, these marks only appear to YOU, the person who cursed them. Other people won't see the marks.
Yes, framing nonsense is possible. Griefers claiming they see a baby as marked, when they really don't. Well, they can instantly see them as marked for real by cursing them.
However, if multiple people see the same person as marked, then you have strong evidence that they are bad. Though the likelihood of that happening is slim, b/c one of those people would have likely blocked the griefer from being born there in the first place.
The main thing this is for is to help identify traveling visitors. They weren't born here, so I might not trust them... are they marked?
I didn't ban anyone... not sure what you're talking about there.
Cursing is already a way that people are connected across lives. Every new life is NOT a fresh start in this game. You're the same person. This is necessary because of reincarnation.
The question is whether this will be abused by friends to recognize each other. Like we do a friendly curse between each other and use that to recognize each other in future lives.
I don't like that, at all.
But obviously, if you do that to each other, you will never be born near each other. So that's a pretty big cost..... maybe it's okay.
25% of players who played the game on Thursday were murdered at least one time each. That's a pretty big deal.
There's a general sense that the same people keep coming back and causing the same trouble over and over, and that under the cover of anonymity, you are powerless to stop them.
There have been multiple calls for me to step in and ban these people manually.
I've said repeatedly that I'm not going to go down that road. It is an untenable long-term solution. To fairly ban someone requires many hours of investigation on my part. And these people will just get alt accounts and come back anyway.
No, there needs to be a collective, dynamic solution to this problem.
For the time being, I'll make the identifying tokens unique to each person who sees the tokens. You see this griefer as DOLL KING, and I see the same guy as ARMY CHURCH. So I can't go in Discord and say, "EVERYONE TARGET ARMY CHURCH," because that name will be meaningless to everyone else.
Real life 30 days.
So... I have the random names working. So one griefer is DOLL KING and the other one is STONE BLOOM. You can recognize them in future lives, b/c they will always have the same cursed name. This seems good. Outside the game, you can take notes and remember the really bad ones. Also, the name shows up for you as soon as you curse them, if they're still alive when you curse them.
The names use a server-side secret to generate, so you can't guess your own name. Of course, you can ask people what your cursed name is.
Question: should names be universal? Should we both see guy X as DOLL KING if we both have him cursed? So we can conspire on Discord about this DOLL KING guy?
Seems like it could be used by griefers to target and harass. Whereas if we saw the same guy as a different name each, we couldn't use it to group-target someone across lives.
I'll leave it as a live server setting, and also give myself the ability to turn the whole perma-name thing off if need-be.
GAH, it's 5:00 already.... gotta table this stuff until next week.
The initial idea for personal curses was two-way.
Just seems like someone is going to end up shooting off their own foot with that by accident. By the time you realize it's too late (no place for you to be born), it's too late to fix it.
Cursing is just a personal marking system, so there really shouldn't be a consequence for over-using it, or some way that it can backfire against you.
I'm also wondering if.... somehow.... you could get more info about the people you cursed instead of having them lumped together. Like each person you curse gets assigned a code-word, and if you encounter them later, you see that word?
So PENNY is that person you cursed for killing all the sheep.
And CAVE is that person you cursed for being rude.
And BASKET is that person ou cursed for killing a whole town.
Later on, if you see CAVE around, they might get a pass, but BASKET would cause you to sound the alarm bells and warn everyone around.
Could be exploited for friends to find each other next life, but the fact that they can't be born near you would put a damper on that.
Regarding skill-based combat, that would mean that skillful players have the advantage over others, including skillful griefers.
This is not a game about dominating others through combat skill.
It is---hopefully---a game about social skill.
Why are you the bad guy in your story?
Get the town behind you, explain what's going on, and then kill with the law on your side.
And yeah, if enough people want to kill you, you will die in real life. That is how society works. Direct and indirect democracy especially. We enact laws to indicate specifically who we're going to exercise systematic violence against. "X is illegal" simply means "We will commit violence against you if you do X."
Most people who break law X give up in the face of lesser forms of violence, but make no mistake: full-scale lethal violence is always waiting in the wings. The "law" has long arms indeed. Even the tiniest infraction, such as littering, will lead to your death if you fervently resist their initial attempts to enforce the petty misdemeanor laws against you.
Try going for a 5-star GTA run in real life and see what happens. Helicopters will be deployed, and eventually tanks.
Even in Sweden.
How curses work, currently:
A personal curse blocks someone from being born within 100 tiles of you (ten screens away in all directions) for 30 days.
For each living player that has a given person cursed, that radius goes up by another 100.
So, if five living players have the person cursed, the blocking radius is 500. Thus, the cursed person can only be born more than 500 tiles away from EACH of these five people.
If, due to curses blocking all possible birth locations, the cursed person has nowhere to go, then they go 20,000 tiles away from EVERYONE, to donkeytown. That's more than an hour's walk away. In Donkeytown, for historical reasons, they get black text.
Changes:
--Along with keeping the person from being born near you, you will also avoid being born TO them, with them as your mother, whenever possible. This doesn't block you from getting born near them, to some other mother.
--A person that you personally cursed will always have black text FOR YOU, whether they are in Donkeytown or not. Thus, if they are born far away, but make their way back to you, OR were born before you in a town where you end up, you will be able to recognize them.
--They will also have some other marking visible when they are not speaking. But only for you (or anyone else who has them cursed too).
Well, there are two problems.
1. What to do about someone who is causing trouble NOW, as in this moment, in this life. If you say STOP, and they don't stop, you need to have some way to enforce your town's rules against them. Hopefully, this will be as thematically appropriate as possible (and not through a magic spell that teleports them away or whatever). In the context of human history and human present, this is how we deal with people who just won't stop: with violence. In every country and every society, no matter how peaceful. You're suggesting "less extreme" forms of violence, other than killing. Like, you know, life in prison. But you can't have prison without violence. "Non-lethal" options indeed. Incapacitate someone until they give in, and then lock them up so they're as good as dead. While the idea of locking someone up in-game might fill you with glee, I really don't see the point, beyond making the human on the other end suffer a lost hour of playtime. Maybe that is enough of a disincentive to cure all griefing, generally. But what's good for the goose is good for the gander. What would you rather have happen to YOU: murdered and instantly reborn, or locked up and force-fed for 45 minutes? Imagine the team of griefers who kidnap people and ruin the game for them...
2. What about someone who causes trouble long-term, across lives. Fortunately, this is NOT a problem that we face in real life (the dead stay dead, the life-imprisoned stay locked up until they die on their own accord). We don't have whack-a-mole in real life, nor alt accounts. So, it seems to me that some kind of "magic" solution is needed for the problem caused by the magic of reincarnation. Thus, Curses.
Perhaps in an interconnected world, Curses just aren't working to stop the people that you don't like from finding their way back to you, life after life. Maybe they need to be stronger....
What if there was a kind of "circle of protection" around you, where no cursed person could set foot without getting sick or something? When you step into this circle, you get a sickening feeling like this is a bad place, and you drop what you're holding, or get insta-hungry, or whatever.
But again, you can already build your own circle of protection.
Curse every griefer (2 per hour, 28 per week, if you play 2 hours per day). That will prevent them from being born in your town.
Then build a fence around your town.
Also, I now realize that people you have cursed, if they ever find their way back to you, should be marked FOR YOU.
That may actually be the missing link here.
Because someone comes a-knocking at your gate. Friendly stranger, or past-life griefer? Currently, there's no way to tell....
Fug, I'm searching the forums and github for issues about newc blocks blocking gates, but I'm not finding anything.
Can you describe the problem in more detail?
I will reiterate that killing someone solo is supposed to be mostly impossible. If you're the only person around who thinks a given person should die, they probably shouldn't die.
The only case that should be possible is guarding an area with a bow. You say KEEP AWAY FROM HERE, and then stand there with a bow and a bead on them. If they come close, they die.
So why doesn't the "town" make a bigger posse?
A lone person killing a team of 2 griefers was never going to happen, right? I mean, even before the 12 vs 6 second change. So making solo killers wait longer isn't going to make things worse.
That is the other forthcoming change that will go along with this:
--If a bigger posse targets you (bigger than the posse you're currently in), you get scared and drop your weapon.
How big is each griefer team? Do they really have the whole town outnumbered?
Are they using /die to find each other? Then why don't you have them cursed so they can't be born near you for 30 days?
Are they being born in separate areas and walking to find each other? Then why aren't you using the available tools to block untrusted outsiders from just waltzing into your town? If they really have a legit reason for coming in, make them empty their backpack first, and escort them around town with an armed guard for a bit, and watch for signs of trouble.
And if you see a pair of unknown people at your gate, one with a medical apron, just nope. Target with bow, wait 12 seconds, then open the gate.
You hate property fences, and refuse to use them, which would allow you to "ban" whomever you please, in-game.... but then you want me to comb through logs and investigate individual people, hear from witnesses, etc... outside the game? As if there aren't dozens of other griefers waiting to pop up as soon as I perma-ban one?
I.e., you have a lot more power over your own fate here than you think you do. And I'm adding more power for you as we speak.
Having a little trouble reproducing this, even on the live server in a busy town.
I got it to jump back once or twice while holding the mouse button down, but not consistently. The second time, I froze in place after and had to click again to keep moving. Is that what you're experiencing?
Can anyone capture this in a quick video?
Yikes!
Sorry about this. Will fix it today.
Do you think this is bad enough to warrant a hot fix and server restart?
I'm imagining a new player in the tutorial being taught to hold the mouse button down and constantly jumping back. Ouch!

Still working my way through the list of reported issues. Sometimes it seems like the list is growing faster than I can chip away at it, but I am making progress, and the game gets better each week as a result.
The biggest change this week is that you get a hint when you pick up an unlearned tool about who around you already knows how to use that tool (look for the + speech bubbles above their heads). No more wandering around asking everyone.
A bunch of fixes have been made to the reflector so that it makes better decisions about when to start splitting the game's population up between two separate servers and when to go back to using a single server.
Animals no longer walk through spring-loaded doors.
When you issue an order as a leader, you now receive a confirmation that your order worked.
Let there be dung buckets.
Let there be stacks of empty buckets.

Forum member Wuatduhf made an important discovery: recent changes to the way object patterns work had suddenly made curved cart tracks much more reasonable to implement.
It turns out that I already had the graphics drawn for these curves, and they looked really good back in the day, but I had to scrap them because of the combinatorial explosion that they would entail. For example, north-moving carts already had three "leave" cases (leaving from south ends, north-south tracks, and cross tracks) and three "entering" cases (entering north-south segments, entering north ends, and entering cross tracks). To handle all the combinations, 9 distinct transitions were required for each cart direction, resulting in a total of 36 transitions. That's a lot, but as soon as we add in curves, it blows up even more, with something like 25 transitions needed for each cart direction, or 100 total. That's a lot of transitions to author correctly, and way too much to keep track of along the way, resulting in tons of room for error.
So what changed with object patterns to help with this problem? Something pretty tiny and simple, actually. Part of the bottle update a few weeks back involved emptied bottles that made a final sound as they were emptied. Roughly half of the bottles held liquid, and the other half powders, requiring a different empty bottle state for each to play the "glug-glug" or "swish-swish" sound. All the bottles were part of one big 18-item pattern, but how could I flesh out the empty state for this pattern? Since an object can only occur in a given pattern once, I would need to create 18 separate "empty" bottles, even though they all pretty much did the same thing (half of them playing the powder sound instead of the liquid sound). That's a lot of extra objects that essentially do nothing. But why couldn't a pattern have repeated objects in it? In other words, why couldn't a pattern "converge" on a few common end states? These bottles could be different all along, with 18 variations, but once empty, end up as one of two empty-state bottles to play one of two sounds. Each of the 18 slots in the pattern would contain one or the other of these two bottle objects. I updated the pattern editor to support this, and that was it.
Wuatduhf's observation was that these new "converging" patterns were exactly what was needed to cut through the combinatorial explosion for tracks. As a simple example, when a track cart moves north out of one of five possible north-bound tracks, each of these needs to potentially land in the same connecting track. This can be implemented as a pattern, then, only if the pattern can contain repeats of the same destination track.
Thus, instead of 25 separate north-bound transitions, I was able to implement one set of north-bound transitions describing what happened to a north-bound pattern, and then fill the pattern with all the cases.
This also allowed me to implement tracks that pass through spring-loaded doors pretty easily, preserving the insulation bonus for the room that the track emerges from.
In the end, each of these patterns had 25 elements each (with repeats to cover the various combinations), and the north-south patterns had 36 elements each (due to the extra combinations needed for passing through spring doors). And there were five separate patterns for each direction, resulting in a grand total of 610 items listed in these patterns (all passing through only a small handful of transitions).
There was still a lot to keep track of when fleshing out these patterns, and the whole thing felt about as close to an IQ test as I've experienced while working on this game. My moth-holed, 42-year-old brain muddled through it all, but barely.
But those curvy tracks sure do look nice. Great to dust off 17-month-old artwork and finally put it to use.
Congratulations to the Sauler and Connell families, who both broke a 20-month-old record yesterday.
Clearly, the new baby placement code is working as intended.... maybe a bit too well. But it's clear that families aren't dying out "by accident" anymore.
And oil does dry up (I VOG-visited a town a few days ago that had two dry oil wells nearby, and they were in the process of looking for a third). So long-term perils abound, hopefully. Maybe it's not quite hard enough...
But two of the initial families (Underberg and Cool) did die out along the way, so that's good.
The two record-setters will meet their demise with the update restart, of course..... that's a testament to how long they survived!
I've watched that video closely but been unable to reproduce it on my end.
It seems that exactly what allows this to happen is a mystery. You can see in the video that he walks back and forth a bunch, but only has the bug happen once....
Yes, this fixes the problem that I was having.
I'll check this in for now, and try tackling the full monty tomorrow and see if I can keep my sanity.
Oh, I see the problem....
I need to arrange the orders of the different patterns so that they CROSS properly. One pattern needs to be ABCABCABC, and the other pattern needs to be AAABBBCCC
Sheesh, I can't imagine keeping all of this straight for all those lists...
Okay, here are some screens of what I've got for East-moving carts and tracks (no curves).
For some reason, this isn't working, and all the carts (which start on west-ends in my test) crash after I wind them up. The only one that seems to work is where a West-end is hooked directly to an East end.
What am I missing here? I've been staring at this way too long today...