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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Player experience and life length stats - Updated 2018-11-25 » 2018-11-15 23:51:58

Nice analysis. I think the amount played is more important than time owned. You can still be a newb, even if you bought the game on release wink. The mean lifetime vs. days played graph seems pretty odd to me. Like, the discontinuity at ~25 years seems very uncharacteristic after such a smooth run...

#2 Re: Main Forum » The Automation Problem » 2018-11-08 23:38:04

To me automation seems a bad fit for this game. What would it even look like?

A huge closed off area that delivers crops at certain exit points?

A big factory no one should enter that just throws clothes out on some conveyor?

Any way I envision automation as possible it just seems a bit unfun and if it's some complex system someone built up, just ripe for griefing; or getting ruined by someone unknowledgable.

If you had these it would open up chances to do other stuff since you wouldn't have to worry about food or clothes or tools, but that's just like playing the game without these obstacles for anyone born after such a factory was made. People already seem to be unhappy with the lack of challenge in a village with all the necessities taken care of...

I would like more things that take player input, but can do things in bulk. Kind of like the way the stew works, you put a bunch of work in, and in return you get a bunch of food. This way we could have an actual forge, and make a lot of steel (you don't really make railroads from single ingots, nam sayin'?), or a more industrial approach to mining, or maybe compost barrels and such, so you don't make dirt in single piles.

Anyways things like that seem like they would be a good addition to the game instead of automation. They still require player input, and get stuff done quicker. I'd really like mechanization too, but we seem to be a far way away from that still.

#3 Re: Main Forum » Update released, and ready for Steam tomorrow » 2018-11-08 23:19:15

Love the new camera feature, it feels a bit odd that you can walk out of your own sight range though. It gives me hope that we may someday be able to look in the direction we're walking and/or look around at will.

The dotted line seems a bit silly, flying around all over the place, but I never really relied on it so it doesn't bother me all that much. Good job overall!

#4 Re: Main Forum » Everyone knows the wiki is outdated right? » 2018-11-08 22:43:19

Good job. Also sweet for the steam community. It'll probably take them a while to discover the glory of onetech, and most newbies usually start searching for info on wikis and such.

#5 Re: Main Forum » New food: Mashed potatoes ? » 2018-10-18 11:05:28

Yeah for all the work it takes to make potatoes and butter, mashed potatoes should probably be a crock-pot kind of thing. Could be an alternative three sister stew, unless jason actively wants to avoid "alternative" anythings.

#6 Re: Main Forum » EVE Churchill and the family that skipped lives to reach the bell » 2018-10-18 10:36:18

Great story, but did I miss something? Can you steal kids that are not yours and name them now?

#7 Re: Main Forum » Steam page is live » 2018-10-15 16:46:37

First off, congratulations on getting the game steam-ready. I think it's going to be great both for you and us. I just hope the surge of newbies won't be too overwhelming. tongue I really hope the game gets big on steam, I'm rooting for ya!

As for the nudity, Rust is in a similar position to OHOL regarding tiny weiners. IIRC Rust has censoring on by default and you can turn it off in a settings menu. A DLC to turn off nudity seems like an alright idea, however, steam and it's comunity seem quite puritan regarding such things. I get that it's part of your artistic vision and the choice is of course yours, but nudity off by default seems like the safer choice to me.

#8 Re: Main Forum » Embracing baby suicide » 2018-06-20 19:54:16

I guess people would need incentives to play whatever life they get. Every life would have to be valuable in some way, I just can't think of any good way to do this, that isn't completely un-fun.

I've always played this game as a sort of rogue-like, but people have different expectations of it. Maybe there should be hardcore and softcore servers? Splitting up the player base is probably a bad idea, but its just an idea...

#9 Re: Main Forum » Re: improved lineage ban; bring back bad mother code? » 2018-06-20 19:45:55

jasonrohrer wrote:

I think you're right.

Right now, I have it set at 30 minutes of living (to trigger the ban) and 60 minutes of living in other lines to clear the ban.  But this might have the League of Legends first win of the day problem if someone lives to age 55...

So, can you figure out the ideal numbers here?  Keep in mind griefers, too.

Though murder victims could be sent away even longer than normal....

I'm not really a designer, but I was thinking something around two hours seemed fine. Another thing that popped into my mind is for the ban duration to be lowered by playing in a different line.

So for instance, you die and get a two hour ban from that lineage. You can wait those two hours, and that's fine. OR you go play another game in a different line, and for every minute in that line you lower your ban a minute. After a full life in another line, you effectively have a one hour ban, and can get into the previous line instantly.

I have to agree with YAHG here though, these cut-offs promote gaming the system in my mind. I'm not sure if people would try to do this, but you could effectively have 89 minutes of life in a town if you played it correctly.

All these "hacks" are alright I guess, 29 more minutes of life is not much of an advantage; what bothers me personally is that these exploits include a lot of baby suiciding, since we're talking only about when you get a chance to respawn in your old lineage, it's not guarantied.

I'm rambling off topic a bit, but it seems like either you give players the choice to spawn where they please, or people suicide to get where they please, and neither of these is in the spirit of the game...

#10 Re: Main Forum » Re: improved lineage ban; bring back bad mother code? » 2018-06-20 18:19:22

I was just thinking in terms of what would actually happen for both someone who plays a few games, and someone who plays all day long.

Say you played in a real great town. You died at old age.

The more casual player might call that a day, maybe play another round. No chance really to play another life in that town; even with the current system, he might have had enough play time for the day and go off after the second game.

The other player would start up another game. Not such a great town, but it was alright. Died at old age. Not really thinking about respawning in this village again, the first one still on his mind. Starts up another game, going great, but dies at 55 since he forgot to check his food when the chimes stopped - arrgh.

Now, if this player is really dedicated to trying to get to the first town and see how it looks now, he'd play a game till he was 5, kill himself and then baby suicide untill he gets into that sweet sweet first town.

Now that I wrote all this down I see it wouldn't really solve much for a dedicated player tongue. But I was thinking something similar to League of Legends, where the first win of the day was on a 23h cooldown instead of 24h as a QoL kind of solution.

Two hours is just the absolute maximum you can squeeze out of two lives and if you mess it up (and really wanted to get to the first town) it leaves a weird third limbo-life that you slog through how ever much you need to to get to what you really want. If that makes any sense big_smile.

For the casual players, I guess they already rarely see their old towns anyway, so any sort of time-out period would probably be aimed at the hard-core players and the griefers, while minimally obstructing play for the casual players.

#11 Re: Main Forum » The bigger biomes idea » 2018-06-20 16:45:11

I think bigger biomes, that contain the necesities for primitive life, but contain only components of higher tier tech, is the best, most natural way to vary up the villages and promote trade.

The fear of Eve suicide is understandable, but honestly, it happens now aswell. I've had multiple games where I'd spawn to an Eve that'd pick me up, run a few screens with me and just say: "sorry bad spot" and die.

I've also had a fun game, where I was the eve. I was looking for a good spot but then the kids came. I set up a camp in a VERY (by current meta standards) bad spot near some rabbits, spent some time making snares and preparing a pack and a few clothes, while eating from the nearby green biome and wild carrots. It was a kind of taste of what life could be like in the prairie if it was viable, but I couldn't advance tech there, the food had practically run out by the time we left, and it just wasn't sustainable. When my boy was old enough, he grabbed a basket of cooked rabbits, I grabbed my daughter and we ran towards at least a place that had food at best a pretty standard location for a permanent camp (ponds and desert).

#12 Re: Main Forum » Re: improved lineage ban; bring back bad mother code? » 2018-06-20 16:32:45

jasonrohrer wrote:

What about a life-based lineage ban?

After you live at least 30 minutes (total) in one family line, you are blocked from spawning there again until you live at least two hours (total) in other family lines?

So coming back 3 hours later has no effect.  It's only by playing the game, in other families, that clears up the lineage ban.

This would mean that dying as a baby would not prevent you from coming back in that same village again immediately.

Murder would cause the ban to kick in immediately, however.

And assuming that there were a bunch of villages around, you would never "run out" of towns and be forced to play Eve, as long as you lived a good amount of time in each town.

That seems really interesting. It would be great if the lineages lasted longer however... For more casual players playing one full life in a village and then two more full lives before getting a chance to play in your initial one would definitely not hapen in a day. Another thing to consider about this idea is that by setting it to two full hours sounds a bit restrictive in the sense that you really have to play either two complete games to get the chance or else have to start a third no matter what. I'd prefer it set in a way that two good lifes (but not necesairily complete) would be enough time to pass you into the initial family's birthing pool. So two lives over 50 and you're looking at about 1h 40min of downtime from the initial family.

I am a fan of the lineage ban by the way, since I feel it varies up the gameplay. I would probably count myself into the more casual players base however.

#13 Re: Main Forum » What's missing from the CORE experience? » 2018-06-20 15:54:16

jasonrohrer wrote:

HOWEVER.... I wonder how many people don't know that you can SHIFT-TAB to move backwards through the list.  You can also CTRL-TAB to jump by 5 hints at a time, and SHIFT-CTRL-TAB to move backwards in the hints.  This stuff would be in the tutorial.

I'm guessing that currently, part of the reason it's overwhelming is that many people are TABing through 43 irrelevant recipes to get back to the beginning of the list, because they don't know about SHIFT-TAB.

Didn't know about the CTRL-TAB thing big_smile. I never considered actually teaching kids on using the recipe list, since I rarely use it. It would be cool to learn these tricks from a tutorial before you play the first time.

Just as a thought, to make sure you stress the importance of communication, maybe have the tutorial prompt the player to ask  an NPC mom on how to make a sharp stone or something. Even better, make the player ask a mom-bot big_smile. I think that would be both instructional and slightly hilarous at the same time big_smile.

#14 Re: Main Forum » Food Consumption vs Temperature » 2018-06-20 15:46:38

I think considering a complete revamp of the temperatures of the biomes should be considered. And also personal heat.

Currently, if you somehow maxed out your insulation on a neutral tile, you'd be cold. People are most confortable in the ~25°C ish temperatures, even though our body temperature is around 37°C. Our bodies produce extra heat they count on shedding.

Being perfectly insulated is the same as having the entire enviroment the same temperature as the insulated bit. Now think about how hot a 37°C enviroment is, even though that's your bodies temperature! That's what perfect insulation would feel like, the way the game is currently however you'd get 0.4 heat. Not even fully comfortable warmth.

I propose players should generate more heat themselves. Then polar zones could be colder, and you could balance furs to get you comfortable in the cold. Adding heat generation/loss to low tech clothing feels a bit like cheating (that's what high tech clothes should do!), although for desert clothing making heat consuming clothing might already be necessary.

This also kind of assumes bigger biomes, since with the biomes this small right now, you just want a set of clothing that works everywhere.

#15 Re: Main Forum » What's missing from the CORE experience? » 2018-06-20 14:54:11

Valences42 wrote:

Thanks for being so involved with your community!

~ 3 months after launch, still asking important questions, having great dialogue.

+1 developer!

Have a great day and keep up the good work.  smile

Yeah! Say what you want about the state of the game, but you can't say that Jason isn't dedicated to the game and the community. It's kinda heart-warming to see the developer actually listen to suggestions and try the stuff out. Keep up the good work!

I've also thought a bit about the things I ranted about before, and they are more grudges of experienced players. For new players a tutorial for such an in-depth game is almost a necesity. People should start the game with other players once they know how to move, eat and use containers. These are the basics. Maybe also temperature control...

#16 Re: Main Forum » What's missing from the CORE experience? » 2018-06-19 10:36:52

Flintstone wrote:

Much more variation in the game, by making biomes larger and making it possible to survive and thrive in each single biome.

Just what flintstone said all the way. All the villages feel identical because they mostly are. Making a village anywhere appart from a green/swamp/prairie intersection is completely unfeasible. The tech tree depends too much on resources from different biomes and it just makes the game feel samey every game.

Also one thing I feel is missing is an incentive to make buildings. Currently making shelter is just a sucky waste of time. People just do it to pass time once the civilization is very far up the tech tree. Noone makes houses because they do nothing. Because you can't build infrastructure in your town even if you eventually respawn into it, it won't FEEL yours, since nothing you made really survived up to your respawn. Making a house and then finding it in use or even in complete disrepair would give players a greater connection to the towns they live in.

I think people would want houses, they just have no reason to make them right now, since the game is a permanent food struggle. Most people either work on or near the farm, so food is always close, because you starve really fast otherwise. Stew changed that a little, but still people make lots of stew somewhere near village center, even though it would be a great source of food for a group working somewhere on the outskirts of town.

So yeah in general, make playing in different biomes possible, and also give us incentive to make long lasting structures in towns.

#17 Re: Main Forum » Little things that need fixing. » 2018-06-19 01:39:58

YAHG wrote:

What if floors just lessened the effect of the environmental tiles sorta like how houses and stuff work irl?

Expensive buildings should be good for houses. Even stone age people made houses.

That's something I'd like to see, but it would need a rebalance of most of the tiles, since the temperate, swamp, desolate, and prairie tiles are all neutral as far as temperature goes. The way I understand the code, it would take a pretty major rewrite to separate heat produced on the tile and heat produced by the player, so that floors would insulate the player from the environment and not from himself or a local heat source.

My personal gripe about the way the floors work right now (I've written about this in a few threads), is that they limit heat flow. They literally make a heated room - an enclosed space with a fire - colder! Floors insulate the tile they are on from neighbouring tiles, like they were a heat wall of some sort. What happens then, when you put a fire in a floored room, is that it keeps the heat at the fire, and less around the room. That slow fire that was the perfect temperature outside? "Wall" it in with floors - BAM - now it's too hot. Not by much, mind you, floors don't insulate by a lot, but still, it's not the way floors are supposed to work...

Alright rant over.

#18 Re: Main Forum » Little things that need fixing. » 2018-06-19 01:22:11

Anshin wrote:

- Flooring should bring the temperature towards the middle, rather than heating things up all the time. It should insulate, not generate heat.

Flooring does insulate, and it generates no heat. Oddly, the way insulation works, it insulates you from neighbouring tiles. That's a weird thing for a floor to do if you ask me. In most cases, flooring should bring you closer to the middle, since your character generates some heat. That is, unless it's on desert in which case it should just get you even hotter, the same way clothing does.

I thought it was funny I actually thought about how the floors need fixing, and was thinking about a way to do it by making floors generate heat instead of insulating. Honest question: What made you think floors generate heat?

On topic, I'll agree with anshin that floors need fixing.

#19 Re: Main Forum » Is food too plentiful now? » 2018-06-12 22:57:12

YAHG wrote:

Seed containers would be nice.

Or even just seed piles or granary-type buildings. There's usually not much need to carry seeds around en masse. Just being able to keep them somewhere would be great.

#20 Re: Main Forum » I just wanna tell you how I'm feeling, gotta make you understand. » 2018-06-12 22:51:12

Never gonna give you up,
never gonna let you down,
never gonna run around or desert you.

Never gonna make you cry,
never gonna say goodbye,
never gonna tell a lie or hurt you.

#21 Re: Main Forum » Drawing Contest » 2018-06-12 22:39:40

Cool drawings. They kinda look the style of the games too. I'd definitely try to draw something if i wasn't completely anti-talented for drawing big_smile.

#22 Re: Main Forum » Is food too plentiful now? » 2018-06-12 22:36:47

Like YAHG said, a village with skilled farmers and cooks will live a good life, while with missmanagement a village will starve. That's the way it should be.

The seed situation on the other hand...

Not to go off topic too much, but the nearly invisible seeds are horrible clutter all over villages, not just near farms. Mostly you can't even tell you have them in your hand, untill you try to pick something up, and can't.

I was thinking maybe have the seeds disappear, or even better: have them dissapear after an epoch, with a chance of growing the wild variant of the plant on the spot. Would kill off seeds that sit idle too long, while also not being entirelly useless.

#23 Re: Main Forum » I've been gone for so long!! T-T » 2018-06-12 22:28:38

MistressZues wrote:

Dam that is going to be super fun... Not ?.

I actually kind of like the way farming works now. There's more variety so farming is less boring, and you need to be more involved to make sure there are enough of the different kids of crops for all your village's needs.

I also think the milkweed farm situation has improved with the update. Previously you'd make a 5x5 or so milkweed farm and your village had all the rope and string it needed for generations to come. Now the farmer actually has to actively make the village has rope. I do wish wild milkweed regrew like it used to, but 'domestic' milkweed not regrowing seems like a smart move.

#24 Re: Main Forum » There will be a mobile version of OHOL soon... » 2018-06-12 11:56:02

I always thought the game seemed really fit for a mobile platform.

If it had all the features of the original game, played well and got regular updates 20 bucks would seem like a steal. Personally however I'd never pay more than 3 bucks for a mobile app.

Any amount I'd pay would have to come under the assurance that you've made right by jason though.

#25 Re: Main Forum » I was finally a West! » 2018-06-12 09:41:51

I was just my Great[x28] Granddaughter and the town didn't really change much. There's that gravestone room thing, and someone built a majority of a stone fortress.

I spent my life trying to teach new players things I know, then made some tools and in the very end plated some 10 milkweed. Hopefully someone picks up the farm.

On a slightly related note I found out that the family tree regards anyone 22 generations or more appart a 'distant relative'. Found the point where it happens here:

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