a multiplayer game of parenting and civilization building
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In real life? That's not the title of this game.
Okay I'm out. Good luck implementing something to encourage players to stand 30 game years around the tools they aren't using.
I don't know why Jason would implement a punishment system when he can stop it happening in the first place. And making countering or avenging easier doesn't do a lot since the murderer can get the first kill anyway.
If murdering/griefing/low-level playing is a problem, just make it impossible. Disable murder, remove "wrong stage" of milkweed, forbid eating when they aren't hungry enough for it, allow dried ponds to refill, etc. You can balance this by raising difficulty on the different aspects.
Of course, these would make the game less hardcore or complex, and some players may feel their pride taken away.
Jason, eventually you have to choose between wants of you, griefers, hardcores and casuals.
Personally, I'm not too embarrassed to play a less-fallible game and don't hear too much voice insisting the necessity of allowing "obviously wrong" choices.
Just a personal voice.
Backpacks cannot hold composted soil. It has to be removed by baskets first.
Great game by the way, thanks!
Thanks a lot, still a lot of things remain confusing, but at least a coat seems warmer than a shoe.
By the way, Life 7401 of server.cpp says...
// body itself produces 1 unit of heat
// (r value of clothing can hold this in
heatOutputGrid[ playerMapIndex ] += 1;
It sounds like more rValue means more heat for the wearer, but less for surrounding area. 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.
I looked up the object files in GitHub, but still not sure warmth value of clothing items.
"rValue" seems to be doing something with it, but if I take that value, wool gear is colder than rabbit furs and a shoe is warmer than a shawl.
My eyes can't see any meaningful difference in the temp arrow position when trying out different clothes.
So... can anyone say something solid about cloth pieces effects?
I like the way it is and don't want any pre-birth advantages. Just my opinion.
Very doable I think. The world will develop (and reset) and users going to learn, so it's going to be okay. And I really hope this game is about not starving. There's too much "survival" games in which starvation is relevant only in the first 20 minutes.
You can abandon babies too. Raising babies is hard, and should be.
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