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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Dying of starvation a few steps away from food » 2018-06-09 00:39:36

pein wrote:

noo, make people collapse that 15 sec, somebody else could lift them up, they couldnt move
if you are noob , you deserve 15 sec all the time, maybe once

the other could be body fat.

you could be a slim, medium or fat character based on how many you nearly starve

a medium character loses fat and collapse but can go further to eat
when you reach thin, you collapse and cant move, somebody needs to help you up, so basically second chance, but you get speed boost, need to overeat a few times to become normal
on fat, you are slower, this should be when you overeat like 50 bars, same collapse, people need to help you up, medium is perfect. fat ladies could have more kids

could be visual indication how hungry someone is

or the negative bar, eating should still matter

Ya I like this one, if you miscalculate you can be saved by someone else, fostering a connection between you and leading to more community.

#2 Re: Main Forum » The mono diet » 2018-06-09 00:20:46

I'm a big fan of Haven and Hearth which was linked in this thread, but the reason food works so well in H&H is the concept of levelling up through eating, that doesn't sound realistic here. On the other hand, ancestrally inherited vigour due to varied/poor diet from your mother could have a place in the game, though in what form and to what extent I can't guess.

A lifetime stretching seasonal thing might spice things up (One Hour, One Season) Winters might bring down generational lines until we get better preservation/production tech while serving as a true test of a village's cohesion in the current age of tech. Though a winter would likely turn into "night time in a multiplayer video game" which no one ever seems to want to play.
Different seasons encourage different crops and food sources, effectively giving us 4 food systems to play within which could increase the skill ceiling and bring uniqueness to separate lifetimes.

There could be a reduced gain from LOW TECH food after ingesting enough of higher tech (foraged/hunted->farmed->prepared->prep+spiced--->) and this might be something you inherit from your mother so you could have food systems that start fresh at each tier, and then combine that with the seasonal crop idea for hundreds of food types that are able to be relevant. With high tech moving progressively onto more bites and higher yield you run into a portable food effectiveness problem that might need to bring on a nerf to low tech backpacks or something.

I don't feel that many suggested boons for food variety is realistic without reducing base capabilities, you move fast enough already so base speed would need to be reduced in order to facilitate speed food. I like the character limit one though
Reducing speed from poor diet variance could be noticeable enough to get people serious about diversification. You don't survive for less time, but are capable of doing less in that time than you would otherwise, giving others that have maintained that diet the chance and a reason to try and get you something to bring you back up to speed, possibly leading to more community and teamwork.

Flintstone's idea is also quite interesting, you either work with the hand you're dealt or import/migrate to more desirable soil. Might make for more trading scenarios.

Something else that could really increase diversity of crop could be byproducts playing a larger role, rather than craftables that consume the foods themselves while the foods they yield end up being a bit lacklustre.

Water economic/soil economic/time economic crops oh my god if you implemented any of this stuff everyone would hate me.

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