a multiplayer game of parenting and civilization building
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>Because if I really have to enter, I won't buy it.
lolol.
Jason has the STRANGEST set of fans. One is "CRYPTO OR BUST" the other is "KNOWING MY ADDRESS IS LITERALLY THE NEXT HOLOCAUST". Knowing your address is a little bit different than say, requiring access to your wife's cellphone pictures.
Is every person playing this game, someone who has never bought another game before? Or, much more likely, it seems that eccentric people are always the loudest.
Either way, this is very entertaining to sit back and watch.
People are going to start trading inflated videocards as currency.
It's in the download links, and in the extracted folder too.
Uhh... PayPal?
Expecting Jason to take crypto is like... lunacy. Like, no other author would you expect them to take that seriously.
"Oh hi, this is Ubisoft. You want to pay with crypto? That's cool. I want a rocket car."
All for like, 5 possible sales.
That's actually really neat. I might spin up a Ubuntu VM in VMWare (what I normally use) for server testing and post it.
Wow... this got angry really fast.
I was just looking for methods of griefing so I could plan a code way to track and disable them.
Please submit examples of people who have griefed you, your town, or others.
- Knifing or Bowing babies and people (although, what about misclicks or stopping murderers?)
- Stealing food (some stealing is obviously "okay" and "canon" since people steal--as opposed to intentionally starving a town.)
- Stealing important items.
- Intentionally not feeding babies. (Another complex situation. I've had to choose who to live during "Baby Storms")
- Blocking people in structures somehow?
- Intentionally a bear cave, or having a bear chase through a town?
Just FYI, I'd worry about griefers last, and game mechanics first. No matter what mechanics Jason (or you, et al) end up with, griefers will exploit it anyway. So focus on making a good game experience first, and then the people who intentionally ruin that experience, second.
[edit] I thought it said suggestions, not bugfixes. Oops.
One line suggestions:
- Rivers (water source + breaks up terrain into noticeable landmarks)
- Landmarks. Large stones with carvings from ancient civilizations. Anything. That way people can say "Walk past the big head, and then go north."
- Fake Cliffs. C&C, Starcraft, and recently added to Factorio, use "fake" cliffs to make the map look and function more interesting. Basically, there's no actual height to them, they're just blockable items/terrain. But they serve to break up the monotony of the map. They serve as landmarks, as well as strategic value.
Game mechanically, they have no actual "height". They're just blocked terrain. Arrows/guns shoot over them (as long as you're in range.) People/NPCs/tanks walk around them with normal pathfinding.
Imagine having a village "atop the cliff" or "beside the river."
Also, for a quick one:
- Bear skins do nothing useful. (AFAIK). They're just bear rugs which are disappointing given how hard it is to fight a bear the first time. They should be cut into "half pelts" and each "half pelt" should become a full (or decent amount) of a full wardrobe. That way, you can risk the dangerous of a big animal, for the reward of many clothes for your family--much more than you would get from tedious (but less dangerous) small game animals like rabbits.
Sorry if I sounded like a dick. It was like 3 AM and upon re-reading it seems overly harsh.
Is there a reason why bows can't go in a cart?
>But even if so, it still doesn't make sense that wool does worse than rabbit fur while they are way less attainable. And mouflon hide does nothing.
Mouflon is a bug. I posted a thread already about that and Jason took note of it.
>I'm not quite sure what you're disagreeing with here.
--> Higher r_value = higher player heat retention.
That's why things that have no insulating value... have a zero r_value.
>if( nextPlayer->clothing.hat != NULL )
> clothingR += headWeight * nextPlayer->clothing.hat->rValue;
If wearing a hat, add to the current players "total heat/resistence" the head weighting factor * r_value.
Higher r_value means more is added to clothingR.
What? Everyone literally kept telling me I was an idiot because "The bears are harmless."
This is clearly wrong and can be observed in-game by watching your temperature increase when you change items.
Even in your posted code:
> // clothing is additive to R value at center spot
and
> if( nextPlayer->clothing.hat != NULL ) {
> clothingR += headWeight * nextPlayer->clothing.hat->rValue;
> }
Each item is adding its value times the body part weighting factor.
Next time be sure before authoritatively telling people how something works.
I was having a fun time on this server until I realized bears aren't dangerous anymore. I really feel like it damages the game mechanics when there is NO threat of a bear coming into town and ravaging you.
I like the slower food rate, but the bear thing is bad.
>This will be the perfect place to build my temple to the fire god I think
Blood God Armok does not allow for idols before him.
>, appeasing the fire god and saving your town time and space
BLOOD GOD ARMOK IS PLEASED WITH YOUR SACRIFICE
I had my first crashes recently. It made me really sad. I had a great game going, and was just about to finish a master project and then "poof".
It's kind of sad that you can't reconnect after a crash.
So there's a guy on the server griefing everyone with a knife. He had a blue hat. I blasted him with an arrow but he came back and did it again. ::sigh::
That means that prick is on THESE FORUMS (and game with like what <400 player so far) and intentionally added the custom server, just so he could troll. What a sad person. I guess that's what being a virgin in your 40's does to you.
Jokes on him though. I'm just gonna add PVE mode / and-or auto-grief banning to my fork of One Life. Not only will in ban you, it'll undo any murders you committed so your effort will literally be meaningless and have no impact on the world--just like your normal life!
BUMP just in case Jason missed it.
Looks like new update still has the value set at zero.
I record every match. Maybe I'll start posting.
Assuming, of course, I have the right file and field. And rValue is the heat resistance.
id=564
Mouflon Hide
[...]
heatValue=0
rValue=0.000000
[...]
clothing=t
clothingOffset=-50.000000,92.000000
Torso clothing. But rValue = 0. (Rabbit Fur Loincloth, for example, is .85)
I think I noticed this ingame as well, because wearing it seems to move the temperature a single pixel and blurs the line.
Thanks.
I want the ability to have markers for sound.
Like a baby crying, off screen, should have a marker to a baby crying. Likewise, a mother should be able to call for babies and baby's have a marker to the direction someone is calling.
That's real-life/evolutionary.
Just add a Shout/Call button.