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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » A little thought experiment » 2019-08-19 13:30:49

GENETICS!

Apply it to every living thing - people, plants, animals. It's such an essential part of biological crafting.
Legacy and a sense of both history and progress would be so improved with a genetics system.

MultiLife made such a great example for the characters:
https://onehouronelife.com/forums/viewtopic.php?id=4357

It would exponentially increase the variety of objects in the game, and variety is the spice of life!

#2 Main Forum » OHOL merch? » 2019-04-10 23:27:01

Anshin
Replies: 15
jasonrohrer wrote:

Tell everyone you know about the game, okay?  wink

This got me thinking... Jason, if you sold vinyl OHOL family stickers, I'd stick them on my car, and my husband's car too. cool

MAKE IT SO!


Any other merchandise ideas guys?

#4 Re: Main Forum » Are We Having A Player Decline? » 2019-03-07 02:20:32

fragilityh14 wrote:

... It turned out my fertility mattered more than someone manning the forge.

This is so true in real life as well.

#6 Re: Main Forum » Mini project: Ohol HD ground textures Flax 2.2 » 2019-02-24 01:35:39

Can you change all the sprites in the game like this?
Could you change the trees into realistic trees?

Proportion of textures aside, this looks really good! I love the sand smile

... are those bees?!?

#7 Re: Main Forum » Is this a bug, or is this working as intended? » 2019-02-17 17:16:12

QUESTION: Does taking a road through several biomes end up killing you due to shock?

#8 Re: Main Forum » Jason - Developmental time and road maps » 2019-02-14 19:03:17

Here's a video of Jason adding a hand-drawn sheep to One Hour One Life:

https://www.youtube.com/watch?v=27cztry-gJQ


[EDIT] Here's the real-time live version... It takes about an hour:

https://www.youtube.com/watch?v=WbQsZ5rQ2gg

#9 Re: Main Forum » Fun with genetics! (Pictures involved! UPDATED 2019) » 2019-02-07 12:53:03

jasonrohrer wrote:

Love this stuff!

Here's the problem:

The characters are currently hand-made.  I draw eyes, scan the eyes in, and then hand-place the eyes in the best possible position, relative to the mouth, head, hair, etc.

Furthermore, there are multiple stages to the eyes, mouth, and hair, for the various stages of life, that are all tied together (but they are different sprites).  Each of these usually needs to be placed and adjusted by hand to get it to look right (so the "elderly eyes" line up with the "young eyes" and don't visually "jump" when the age transition happens, while also being positioned well relative to the elderly mouth and hair).

And beyond just position, I also hand-draw the parts of the character to go together.  The one with curly hair has kinda crazy eyes and a flat mouth to go with it (gives her a kind of Salad Fingers vibe).  Those go together.  And the hair color, and eye shape, etc, also are drawn intentionally to go along with the skin tone.  I think about each character as a whole package.

Yes, it's possible to procedurally mix and match these things, like Mr. Potato Head.  But they simply won't look as good as the hand-made characters, for all of the above reasons.

Also... I think there is actually something special about the specific characters, and there being a fixed number of them (currently 18, more coming soon).  You can get to know them.  You can fan art them.  You can name them in your mind (blondie, elvis, braids, etc).

As I keep adding more (my goal is 100 eventually, but no promises), there will be more and more variety, and less and less seeing the same characters repeat, while still keeping each character unique and recognizable.


If I wanted a proc-genned character system (like Mewgenics), I would have designed the whole character engine differently (whole banks of eyes, whole banks of hair, etc).  Instead, I decided to hand-draw specific characters, and have a whole lot of them.

I'm really hoping you change your mind.  The very fact that people have come up with specific names for specific sprites underlines the problem. They've become stereotypes and it's counterproductive to the idea that each life is truly unique. Over time it really drains the game of it's "wow factor" and becomes stale to be the same person over and over. All the effort of your hand made characters deserve expansion. It adds so much to the game to see exponentially more variations of humanity, exponentially more variations of YOUR WORK! If you make 100 individual characters, and interchange the faces x bodies x hair that becomes 1,000,000 possibilities! Those sample sprites on page one look fantastic! Please let your people blossom into their full potential. Genetics is fun! smile

Thumbs up for Mewgenics... may Edmund McMillen ever finish the game.

#11 Re: News » Update: Apocalypse 2.0 » 2018-12-28 19:07:33

Can't we have something to work towards that is positive?

It is way too easy to make an endblock, and then the only thing you can do with it is add an endstone towards nihilistic destruction.
There should be a way to destroy endstones, and there should be something positive to balance all that negativity.

How about a utopiastone?

How about the final tower dishes out something based on the ratio of positive to negative stones you put in it?

All four being red bringing the apocalypse, but all four green could change that server into an Eden.
... and somewhere in between could have moderate outcomes ...
3 green + 1 red = spawning a new good and useful species,
3 red + 1 green = spawning a new foe.
2 red + 2 green = ???

This would be much more interesting than forcing the notion that humanity is inherently evil.

#12 Re: Main Forum » Paint buckets should have two uses » 2018-12-11 23:08:15

Solbusaur wrote:

Came back to add to this, there is never enough dyes! Cinnabar and Lapis are too rare for my painting projects, and yellow dye is kinda fucked up.

Ya, couldn't we use onions to make yellow dye? (and cooking)

If paint buckets have two uses, then we could mix half buckets for new colors.

#13 Re: Main Forum » Content I would like for Christmas » 2018-12-03 03:07:14

A family update with parents and genetics would be awesome for Christmas!

#14 Re: Main Forum » Rant » 2018-11-27 06:04:02

lionon wrote:

The tutorial is very berry based, all over the tutorial there are berries to sustain from, except of one onion and a carrot when talking about food variation.

I suppose most newer player subconsciously carry this over to game play.. you life mostly from berries...

In my opinion the tutorial should include cooking at least popcorn.

+1

Include oven making and popcorn before showing how to turn that oven into a furnace for the bonus tutorial.
Make the bonus tutorial area(s) more obvious.
Put the tutorial on the main menu.

#15 Re: Main Forum » List of infinite, zero-input food sources? » 2018-11-26 23:01:00

jasonrohrer wrote:

Shrank next Eve jump to 250, down from 500. Smaller Eve spiral, more likely to be interaction between villages.

https://github.com/jasonrohrer/OneLife/ … 838e86d970

Nice!

jasonrohrer wrote:

Fixed food leak. Banana tree no longer regrows bananas. It is now a bootstrapping food source only (like burdock). Eggs respawn at goose pond 2x slower.

https://github.com/jasonrohrer/OneLifeD … f3b5d606e3

It would be nice if everything could be planted. Onions are an obvious food source and cooking ingredient, but even burdock should be renewable. Maybe burdock could come with a negative? Annoying burrs that damage clothing? And slow banana plantations that can only be planted in the jungle climate. Maybe it's time to revisit the idea of different soil types/fertilizers and temperatures for various plants. I think you were on to something good with the rose seeds needing to be chilled first.

Beyond that I really like how the wild duck eggs work because they are a clever management trick. They only last as long as you don't drain the pond, and someone will always "ruin" the pond and break the chain... we need more water sources... Oh an ocean biome would be a dream come true!

#16 Re: Main Forum » Ohol got mentioned on Co-optional podcast » 2018-11-26 15:32:56

OHOL is nothing like Don't Starve. You starve in lots of games. Beyond that, where's the connection?

#20 Re: Main Forum » Do we need more balancing? » 2018-11-24 19:25:52

The game is currently a banana eating simulator because there's not enough iron to craft anything else and water now is too scarce.

Return iron to previous levels. Replace some of the banana trees with ponds.
Simple as that.

It's been said many many times before in many many threads.

#21 Re: Main Forum » STEAM AWARDS : Supporting one hour one life / Jason rohrer on steam » 2018-11-24 19:14:56

Dodge wrote:

You cant chose best dev unfortunately, so i chose game of the year what about you?

Vote "Jason Rohrer" for best developer, and "One Hour One Life" in another category (I chose: Labor of Love)

big_smile VOTE TWICE EVERYONE!!! big_smile

#25 Re: Main Forum » A little concern » 2018-11-22 16:02:42

jasonrohrer wrote:

... removed a bunch of wayward naturally-spawning objects (duplicate of flat rock, hot spring, and mosquito swarm). These things were 2x as common as they should be because of this.

https://github.com/jasonrohrer/OneLifeD … 45a4508e2b

Please don't cut the spawn rate for flat rocks in half. Stone roads are one of the best additions to the game.

AND BRING BACK IRON!!!

... and now there's a water shortage too because "Swamp" biome is rarer.
How about adding ponds to the jungle biome as well?

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