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a multiplayer game of parenting and civilization building

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#3451 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 20:36:02

Some stats:

Number of people killed by others so far:  17,456

That's almost 2% of the lives lived.


Number of people killed by Joriom:  100

#3452 Main Forum » Jason's Murder Problem Thread » 2018-04-15 18:07:17

jasonrohrer
Replies: 205

Ah, the "murder problem."

Good old Joriom, busily trying to break the game, just to prove his point.

Obviously, police exist in the real world for a reason.  It sounds like people are trying various forms of policing in this game, which is good.  You have blue clothes for a reason.

However, there's a big difference between this game and the real world, at least I believe so, and that difference is reincarnation with preserved memory.  Joriom can respawn over and over, hopping from village to village, until his heinous task is complete.  He's like Krampus making his rounds.

So in the real world, you could punish Joriom by physically imprisoning him or killing him, and that would put an end to his plans forever, you can't really deal with him long-term in this game.


We know how much he has murdered, though.  The server can track that.  The question is:  what can we actually do with this information?  Karma system?  Marking system (baby born with the mark?)  A PVP spawn area for people who have murdered a lot in past lives?

It's hard to see how these things don't also punish/hurt/limit the "good guys" who are doing legit police work.

And you could say that only unjustified murder gets counted, but if we need an entire court and jury system to make that determination in the real world, how do you expect me to solve that fairly with a piece of code?  If you can only murder those who have already murdered, is killing a police officer justified?  What about a griefer who isn't murdering at all, but just stealing repeatedly?  The code cannot detect that.

Murder could require two people, either to commit in the first place, or to survive through.  For example, you could get hungry afterward, but be unable to feed yourself because you're holding the bloody weapon.  You can only be saved if a friend feeds you.

But what about the lone farmer defending her farm from a griefer or an attacker?

Still, even making murder slower, or grief-murder a once-per-life proposition, wouldn't help too much.  It would just slow the likes of Joriom down.  Maybe it would be enough to make him too bored to see it through.  But he could kill everyone eventually.  Actually, maybe slowing him down is enough?

If he can only kill one person per life, and he needs to grow up before killing again each time, then the village population will be able to recover "in between" his murders and he'd never be able to finish the job.


Still, this seems to eliminate the need for police work, which is not great.  I don't want the game to deal with this problem for you....  I don't want to make it automatic.

#3453 Re: Main Forum » On making and distributing weapons to the villagers » 2018-04-15 17:46:11

Well, I gotta say, those three stories in the original post are pretty much the point of this game.

Figuring this stuff out, and having different ways of doing it in each village, is what it's all about.

And that makes interesting stories.

Some villages suck.  Some rock.  Some thrive.  Some go south.  Some have a wise, kind leader, and others are ruled by a tyrant.  You never know which one you're going to be born into.

I'm going to start another thread just about "the murder problem" in a minute.

But I'd like to point out that dealing with misbehavior consumes a HUGE amount of resources in modern civilization.  Here's the budget summary for my city of Davis, CA:

http://documents.cityofdavis.org/Media/ … -17-18.pdf

They are spending $20M a year on police.  In terms of percentage of the total, it's not that high (10%), but I've been in other towns where the percentage was much higher.  Also, in Davis, the police budget is rising by $1M every year.

Or look at the US as a whole:

170131+Pie+Chart+from+Wikipedia.JPG

16%.  Smaller that you might think, but still a huge chunk.

We have 1M people employed in policing, 2M people in the military.  How many more in the defense industry?  In the prison industry?

As population gets smaller, though, the percentages are going to go up.  If you want round-the-clock policing, you're going to need at least 5 police officers, no matter how small your town is.


I think this problem is generally solvable in the game as it stands.  You see three possible solutions in the OP above.  If you're mad at the game and think that murder is a huge problem, how are you going to solve it?  People have solved all kinds of other problems in the game.  This might be a harder one to solve, but I think you can do it.

This is never going to be a game where you can just sit back and casually build whatever you want to build.  You already have Minecraft Creative Mode if you want to do that.

I'm making a different game.  A game with tension and uncertainty.  A game where your best plans never quite work out, and you have to roll with the punches.

Sometimes you go off to start a new village, and the two women that you brought with you die along the way.

And I'm pretty sure that has never happened in a video game before.  Even a story as simple as that.  That's why this game exists, to make those kinds of stories.

#3454 Re: Main Forum » Mushroom. » 2018-04-14 21:05:07

If you die when tripping.... that's kind of an interesting bug....

#3455 Re: Main Forum » Was being Eve stressful before? » 2018-04-14 21:03:03

The new extra wild food is making it too easy?

#3456 Re: Bug Discussion » Game detects 900+ max fps » 2018-04-14 16:35:07

Yeah, the logging about picking 144 is a little misleading.  It says that 144 is the closest match, but then it determines that 900 is too far from 144, and it uses the default of 60.

This is actually correct behavior.  It is sleeping at 60fps when it cannot count on vsync.

There's nothing I can do here in terms of code.  It's up to you to get vsync enabled on your GPU, or settle for sleep-based frame rate control, which will have some visual tearing.

Crashes are another issue.  Can you try running the debugger on your laptop?

#3457 Re: Fixed Bugs » [BUGs] Dyes, hair, Sealfur coat and Wells » 2018-04-14 16:31:41

Thanks!

Made dye plants containable (will be included in next update).

Seal coat was fixed a while back.

Wells are not destructable for a good reason (so that letting the well go dry has real consequences).  I'll think about it, though.

#3458 News » Update: The Monument » 2018-04-14 03:43:35

jasonrohrer
Replies: 9

jo2YXu0.gif

If you build it...

We crossed one million lives lived inside the game this week.  It's kind of mind boggling.  And a group of well-coordinated players also trounced the previous lineage record of 32 generations, making it all the way up to 111 generations with the Lee family.  I've posted the 111 names from the matriarch chain here.

I've tied all these trends together in this update, which includes a monument, along with quite a few other changes.

In light of the recent server performance updates, the per-server player cap has been raised.

The experience of being murdered has been dramatically improved.  (Yes, that is a peculiar sentence.)  It has never actually happened to me in game yet, and I hope it will never happen to you.  But if it does, you'll have a small bit of time to get your affairs in order...

Long term food sustainability has been made much harder.  Getting up to 30+ generations in one spot should be a pretty substantial challenge, and you won't be able to do it on carrots alone.  The top has been hardened.

Short term food availability has been made a bit easier, with the addition of two more edible wild plants.  But they don't grow back, and they can't be domesticated, so they don't affect the long term challenge.  Being an Eve in the wilderness should be a little bit less stressful.  The bottom has been softened.

And there may be one little tiny surprise in there too... the idea came to me while I was falling asleep last night... I just had to put it in.

Also, monument logging is in place server-side, but the processing and display of those logs is just a counter for now.  A better monument roster will be implemented next week, assuming that it's needed.  And yes, that is supposed to be a challenge.

#3459 Main Forum » The 111 family line » 2018-04-13 02:12:25

jasonrohrer
Replies: 17

Here are the names from the spine of the family:

Eve Lee
Stan Lee
Case Lee
Alice Lee
Quinn Lee
Kaion Lee
Haadi Lee
Iaan Lee
Jane Lee
Kaaliyah Lee
Laney Lee
Yumiko Lee
Nina Lee
Angelic Lee
Polo Lee
Qadir Lee
Rita Lee
Stan Lee
Elisabeth Lee
Ugochukwu Lee
Victoria Lee
Waard Lee
Xariyah Lee
Greta Lee
Zebulon Lee
Alice Lee
Beatrice Lee
Cindel Lee
Dickson Lee
Ellis Lee
Flora Lee
Ghazi Lee
Haya Lee
Iaan Lee
Jvion Lee
Kaaliyah Lee
Laaibah Lee
Moon Lee
Nawaz Lee
Opal Lee
Penina Lee
Quin Lee
Rosalina Lee
Silje Lee
Tomas Lee
Ugochukwu Lee
Vaahin Lee
Waard Lee
Xavier Lee
Yunxi Lee
Zaahir Lee
Aaban Lee
Baani Lee
Chike Lee
Dickson Lee
Evilyn Lee
Faaiz Lee
Great Lee
Husna Lee
Illias Lee
Jordan Lee
Kalie Lee
Lee Lee
Mo Lee
Nancy Lee
Ophelia Lee
Potter Lee
Queen Lee
Rarity Lee
Stiles Lee
Taige Lee
Unnamed Lee
Victoire Lee
Wynona Lee
Yaa Lee
Yessica Lee
Zaley Lee
Antione Lee
Bilan Lee
Cooper Lee
Dabney Lee
Erza Lee
Aaban Lee
Gabbanelli Lee
Hirving Lee
Icelyn Lee
Jingyi Lee
Kiki Lee
Lily Lee
Man Lee
Numa Lee
Ophelia Lee
Peri Lee
Quill Lee
Reshad Lee
Shy Lee
Tahlia Lee
Ursula Lee
Vahan Lee
Winner Lee
Xena Lee
Yumiko Lee
Zeena Lee
Aladdin Lee
Bambi Lee
Celine Lee
Dave Lee
Elsa Lee
Felicia Lee
Fulton Lee
Charbel Lee

This occurred on server6.  The final baby was player ID 67748.

#3460 News » Server Peformance Improvements are Live » 2018-04-13 01:04:58

jasonrohrer
Replies: 3

I spent quite a bit of time this week on server performance.

The old database engine, the amazingly fast and compact KISSDB, was not designed for an ever-growing data set where the newest data are accessed more than the oldest.

As players continue exploring new areas of the map, the data from older areas becomes less relevant, but that is the data that is the fastest to access in KISSDB.  In fact, we were constantly wading through that old data to get to the latest stuff, which essentially ended up at the end of the list in KISSDB's append-only data structure.  It got slower and slower as the data got bigger and bigger.

This drop in performance is expected when a hash table fills up, and thus KISSDB documentation recommends a table that's "large enough" for the expected data.

But the expected data in this case is unbounded.  We cannot pick an appropriate size, because the data will keep growing, and we don't want performance to degrade as that happens.

A stack-based hash table is much better suited for this usage pattern.  The latest and most important stuff can remain at the top for fast access.  So I wrote a new database engine from scratch on Monday and Tuesday.  It helped a lot.

The stack-based implementation that I came up with (thanks Chard for all the thoughtful discussion along the way) is 7x faster on average and even uses a bit less disk space (6% less).  But more interestingly, it's entirely disk based, using almost no RAM.  13,000x less RAM than KISSDB on a test data set, in fact.  KISSDB holds part of the data structure in RAM for performance, and that RAM usage grows as the data grows, but the stack is so much faster for accessing recent data that it doesn't matter---we can do it all via disk accesses.

The stack database actually has a flat RAM profile regardless of how big the data grows, and CPU usage on recently-used data is flat as well, regardless of how big the entire data set (including old, less-used data) gets.

The impact on server CPU usage is quite remarkable, as can be seen in this before-and-after graph (with the same 40 players on server1 the whole time).  The new database went live at the 10:00 mark:

serverCPU.png

I also did some live profiling with Valgrind and found a few more hotspots that could benefit from RAM-based caching of procedurally-generated map data.  And since the database now uses almost no RAM, we have RAM to spare for this kind of caching.

Where the server RAM usage used to grow to 300 MiB or more as the map data grew, it now sits steady at only 17 MB.  Yes, that's 17 MiB of RAM total for hosting 40 active players.

What does this mean?  First of all, it means the servers are finally lag-free, assuming that you're not experiencing true network lag.

Second, it means we can finally have more players on each server.  I'll be upping the number gradually over time and keeping an eye on lag and performance.  I expect we can easily get at least 80 on each server, and maybe quite a few more than that.

#3461 Re: Fixed Bugs » Install issues » 2018-04-12 00:54:47

And it updated okay the first time you logged in?  You were able to play?

#3462 News » Windows read-only bug finally fixed, scheduled downtime tonight » 2018-04-11 16:47:14

jasonrohrer
Replies: 1

Most important:  Main website down at 10pm PST tonight (Wednesday) for maintenance.

I've finally been able to find and fix that troublesome "read-only game folder" issue on Windows.  If you're having problems with this, downloading v65b for Windows from your original download link will fix it.

The problem in v65 is triggered whenever the update process includes two binary updates to the client EXE.  This can happen if you take a break from the game and return to a backlog of updates.  Thus, just because the update process always worked for you in the past does not mean it won't fail for you in the future.  This is why the bug was so hard to find and confirm, amid thousands of "hey, it works for me," reports.

So if you ever run into a read-only issue during a future update, installing fresh from v65b should fix it for you.



Next issue:  Scheduled down-time, 10pm PST today (Wednesday)

My server provider Linode has been working to patch the recently discovered Spectre vulnerability in modern CPUs.  The patch requires a reboot of each server.

For the most part, this is fine for this game, because I'm running 15 game servers anyway, and I can easily take them down in batches while people continue to play.

However, the main web server, onehouronelife.com, needs to be rebooted too.  Unfortunately, the home page, forums, purchase system, and client reflector are all hosted on this server.  The reflector is the most mission-critical part of all this, because it's what clients talk to first to find out what game server they should go to.

And this important piece needs to go down so Linode can install the update.

The game servers will keep running, and your current lives won't be disrupted, but if you try to get reborn, you won't be able to find a new server to connect to.  You can work around this outage temporarily with the "customServerAddress.ini" setting.  Take a look in the forums or ask in Discord for help with this.

I plan to trigger the down-time at 10pm PST today.  I'm not sure how long the patch process will take, but it could be up to two hours.

Game purchase will be unavailable during the downtime.

Hopefully, it will be way shorter than two hours.


Thanks for understanding!
Jason

#3463 Re: Fixed Bugs » Install issues » 2018-04-11 16:23:30

v65b for Windows was just posted that fixes this problem.

Can someone confirm that v65 didn't work for them, but that v65b works for them now?

If so, I will close this report.

#3464 Re: Fixed Bugs » Install issues » 2018-04-11 00:59:12

A bug was discovered in v65 that is causing "read only" error messages incorrectly.  A work-around has been posted.  Follow your original download link and look for updateGame.bat  Put this file in your game folder and double-click to run it.  You should be able to get the update correctly.

This script essentially executes the "fix" suggested in this thread (thanks for discovering it).

However, I found the bug in the code that is causing the move to fail, and a real fix will be posted soon.

#3465 Re: Fixed Bugs » Install issues » 2018-04-10 04:38:40

So it sounds like the game is having problems moving its own EXE on Windows 10.

This is not that strange, I suppose, given that the EXE is currently running.

This is also probably why a lot of PC games use a separate updater of some kind (like LOL).

Regarding the move actually happening, but the game not noticing it for some reason, I will look into that.


I just looked at the code, and it's pretty straight forward std c rename.  Nothing fancy there.  So I think it's probably actually failing, and you may have the .bak file around from a previous run or something.


The other option here is to do what the Mac version does and actually install an EXE with a new name every time and have you start it manually post-update.


Can some of you run the extraction/update on Windows 10 again, see it fail, and then send me stdout.txt so I can take a look for myself?

Create a sub-folder on your Desktop and run the extraction/update process in there.

#3466 News » End of the apocalypse, and lag fixes today » 2018-04-08 00:44:20

jasonrohrer
Replies: 44

Boy, did that wake everyone up or what?

For those of you who have played 100+ hours and are so mad after one day of change that you're thinking about asking for a refund....

Remember:  this is a game that is being actively developed.  By one person.  Working alone.  Doing everything.  12-16 hour days.  It's Saturday.  My family needs me.  But here I am.

So, think for a minute before you jump on the review button and call me LAZY in all caps, please.


I must have the freedom to try things, dangerous things, game-breaking things, in my endless quest to make the game better and more interesting.

I appreciate that you love the game as-is and don't want it to change.  But the numbers that I see on my end tell a different story.  Yes, there are an impressive number of concurrent players at peak times (150 - 200).  But that number has started to slide, and is nowhere near where it was a few weeks ago.  In the mean time, 14,000 people own the game.  They are not playing.  For a reason.

And it has nothing to do with the apocalypse.

It has to do with the game not being quite good enough yet.  The game is interesting and compelling up to the point where established villages achieve a steady, perpetual state.  If you have limitless food, there is no challenge, no danger, no drama.  Griefers are a symptom, not a cause.  If you are struggling to survive, you have no time for griefing.

And this game should always be about struggling to survive, at some level.  It should always be possible to fail, both at the individual and village level.

But villages were everywhere.  You could always wander into a deserted one and pick right back up.  Failure meant nothing.


Thus, the game sorely needed a hard reset.  I decided it would be more interesting to put that power into your hands and see what you did with it.  I also wanted to create a shared collective event.

Those who witnessed the apocalypse waves first-hand will never forget them.  It's over now, but the reset happened.


And the result, for the time being, is a game that is much more interesting again.

Building a village from scratch is the interesting part, and making a contribution that really matters is the most meaningful way to leave a legacy.  Making another bearskin rug in a village that already has 20 rugs, because there's nothing else to do, is far less interesting.

In the place of the apocalypse, I have added a new placement algorithm for Eves that will have a similar periodic cleansing effect.  Not server-wide, but at the lineage level.  Your chance to continue living and working in a given village will end when the lineage in that village dies out.  No more wandering back later and starting over in the same spot with everything already done/built for you.  Each new line will start in the wilderness.

That said, pilgrimages to the old village locations are still possible, but they will require a concerted group effort to pull off, Oregon-Trail style.


But after I implemented this new Eve placement, which involved only a few lines of code, a strange thing happened.

Server CPU and disk usage rose steadily over the next 16 hours, eventually getting to the point where the servers were so bogged down and laggy that the game was almost unplayable.

If you experienced this today, I'm sorry about that.  I've fixed it now, but the source of the problem was surprising.

The underlying databases are hash table based.  As more entries are added to these tables, collisions occur, effectively creating a chain of "pages" in the hash table.  Lookups for these later entries thus have to step through several pages before finding the matching item.

The general pattern here is that as more of the map is explored and modified, the servers become slower and slower, as hash table collisions become more common, and multi-page lookups are needed.

That has always been the case, throughout the history of the game.

But now suddenly, with the new far-flung Eve placement, it became a serious problem.

It turns out that all those far-flung Eves were exploring more and more of the world than ever before (whereas previous Eves were in the same area, so they kept wandering through already-visited places on the map).  This made the underlying databases grow and fill with collisions.

As an example, one of the databases had such long collision chains than the average lookup would need to hop through 175 hash table pages.  Not good.

Even worse, the newer entries in the hash table go at the end of these chains.  As Eves were placed farther and farther away, this meant that the quickest-to-access entries in the table (the oldest entries) were never being needed again, while the latest entries---the tiles we were looking at around the latest Eves---were at the end of very long chains.

The game uses an existing database module called KissDB that is very fast, but probably not designed with this usage pattern in mind.

The long-term solution is to re-write the database from scratch as a stack, so that the most recently-accessed elements are the fastest to access, while the forgotten parts of the map slide to the ends of the chain.  I'll be doing that work next week.

In the mean time, I changed the usage patterns for some of the largest databases, resulting in a huge performance increase and reduced RAM footprint.

The servers are lag-free again.

And once I write a new database engine, performance should be even better, allowing me to raise the player caps per server.


So I hope you'll stick with me as I continue working to improve the game.

It's not over yet.  We have years to go, together.

Jason

#3467 Re: News » Update: The Apocalypse » 2018-04-06 17:31:17

The game must be hard.

Always.

It should never be easy.  You should never get to the point in the game where you can say, "Hey, we made it!  Now what?"

If people are bored, that is a bad sign.  It means the game has gotten too easy.  Over the past few weeks, the game in many villages had gotten easy.

When things are too easy, player decisions don't matter very much.  There's no drama.  No "turning points."


All that said, balancing a game to be hard in this context (a multiplayer trans-generational game) is a VERY difficult design problem.  I think the game is at a pretty good place.  It's pretty hard for a while.

But the end game is still not there, in that there really isn't an end game.  Just a persistent state.  When your village has 15 wells and dozens of bear skin rugs and every tool under the sun.... and you're born there.... what do you do with your life?  You're suffering the fate of the "trust fund baby."  What you do with your life really doesn't matter.  You can still make "a contribution," yes, but it's really just an aesthetic one, not a necessary one.

This is okay for a while.  But as the weeks wear on, you WILL grow tired of your decisions not mattering.


The apocalypse was one attempt at an end game.  It also was an attempt to create a momentary shared collective experience.  To create a memory.  "Were you there back when there was an apocalypse?  Wow, what a day that was!"


But allowing one faction to end the game for everyone really isn't that interesting of an end game.  Why is why I built-in an OFF switch and used that switch right away.


So here's my vision:

The collective project of running a village across generations should be hard.

In fact, it IS hard.  You run out of food, you run out of trees, you mismanage your human fertility (too many babies or too few).  Transgenerational communication is very difficult (passed down through word of mouth).  Every village dies out in less than a day, currently.  That's great!

But, there's current a short-circuit.

Because new Eves spawn so close by, villages are all near each other.  That means that when one village dies, it's way too easy to continue it.

A village dying, which should be the most dramatic moment in the game, is kind of meaningless.  No problem.  We can always find our way back to it tomorrow.

Thinking about the apocalypse, you can see how one person, working alone across multiple lives, was able to find their way back to the same forge and monolith over and over in just a few hours.  That's because "dying out" was meaningless for them.  Getting born somewhere else was also meaningless.

This is also what makes the higher number servers so popular.  People can keep working on the same village week after week there even with low populations, because they can all find their way back, even if there's no continuous family line.

But a continuous family line is the POINT of this game.  And should be necessary for a village that lasts.

If you have a village and care about it, you should be making arrangements for its care through the night before you go to bed.  Currently, you know this doesn't matter, because you can always find your way back to it tomorrow.

But what if you couldn't?

That's the latest idea.  The only way to keep working on a village is to keep a family line alive there.  After the line ends, the next line will start far enough away to matter.  Not so far away that returning to the original village would be impossible, but far enough that it would be a big project to return.  Maybe even a trans-generational project.  Like, "We can get back to the old village, let's start the journey now, and our great-great grand children will be born there someday."

A person can walk 4 tiles per second.  Thus, in their hour-long life, they can walk 14,000 tiles.

So that's a good starting point for how far apart Eve spawns should be.  Well, let's start with half that.  7000 tiles.

#3468 Re: News » Update: The Apocalypse » 2018-04-06 16:32:49

Ah, it seems that everyone suddenly woke up!

Apocalypse is off again, for now.

But it created a cleanse that was sorely needed.

I'll be working on some other stuff today that will create more of a "natural" apocalypse when a village dies out for real (the next Eve will spawn very far away, in the wilderness).  That, actually, might have been the problem.  Everything was happening in the middle, very close together, and when a village would die out, a later generation would just resume it.

You would walk in any direction and find a village.  It was getting very crowded.

The longest generation is 31.  That's only 7 hours!

BUT some of these cities have clearly been developed for WEEKS.  That means that after people die out there, later players discover and resume.

I do want ruins to be discovered sometimes.  BUT the main game should be figuring out how NOT to die out.  Dying out should matter.  It should be a big deal.  The village should be lost if it happens.   Not just "respawn as Eve and follow the road back to the village and continue."

#3469 Re: News » Update: The Apocalypse » 2018-04-06 04:26:18

Not griefers, exactly.

I feel like the game kinda stagnates once people reach the upper levels of tech.  Obviously, there's nothing left to "do" at that point.

I'm going to be adding content to the game every week, but for the foreseeable future, people will be able to catch up to me before the end of the week.

It's impossible for me to make content that will take you MORE than a week to play through if I only spend a week making it.  In fact, so far, it has taken people a few hours to play through the content that I spend a week making.


The idea is that there will be an apocalypse trigger in the upper reaches of the tech tree.  But it will move and change each week, going further up as the tech moves further up.

And, when people get really bored of high-level tech, they can trigger it and start over again.  But every week, it gets harder and harder to trigger as it moves further up the tech tree.

Eventually, when I'm done adding tech to the game in 2 years, the apocalypse trigger would be a nuclear bomb or something like that.  And it will hopefully take people a full week or more to get to that point in tech.


After all, this IS a game about what it's like to build civilization from scratch, if we had to.


Over the past 2+ weeks, people hadn't really been doing that anymore, as civilization had become established.


Anyway, I'll be keeping a close eye on this and adjusting it along the way.

#3470 News » Update: The Apocalypse » 2018-04-06 01:24:15

jasonrohrer
Replies: 95

nTODUT4.gif

The end is coming.

Or maybe it's not coming.

It's up to you.

Long term carrot farming has a limit now.  A few content fixes (you can't wear saddles as big fuzzy shoes anymore, sorry).

A bunch of little client fixes.  The client will now complain if its version mismatches with the server (to help customServer folks notice that an update is available).  Speech no longer disappears off the top of the screen.  Mac fullscreen mode should be working (try it and see... let me know if it works).

#3471 Re: News » Launching a game Off-Steam: Sales number from Week 1 » 2018-04-06 01:19:20

I should post more numbers....

Sold 13,835 units so far.

Peaked at $22K/day 12 days after launch.

Settled down to around $4K/day for a long stretch.

Had two $2600 days for the past two days.  Tends to go up a bit during weekends, peaks on Sunday, and then falls off during the week.

#3472 Re: Main Forum » Windows 10 Lag » 2018-04-03 19:01:47

Sounds like this is a known issue with Windows10 and OpenGL games:

https://steamcommunity.com/app/379720/d … 485225144/

I don't think there's any way that I can fix this on my end.  My game uses VERY simple OpenGL code.  No shaders or anything fancy.

A lot of other games that run well on Windows10 are probably using DirectX instead of OpenGL.  Of course, Microsoft wants everyone to use DirectX so that developers are locked into Windows.

#3474 News » Update: A Horse with No Name » 2018-03-31 20:51:33

jasonrohrer
Replies: 14

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Hot desert.  Wild horses.

Murder evidence is now more flagrant and more long-lasting.  Bows can't be used to kill from off-screen.

A bunch of blocking things that could be used for wall-grief can now be destroyed.

Seeding carrots can now re-seed 7 rows instead of 10.

I spent way too much time on that desert ground texture.

#3475 Re: News » Update: Name that baby » 2018-03-31 20:46:36

It's an aesthetic thing on my part.

I don't want names like "shitface" or "LollypopKiller65" or whatever appearing in the game.  That ruins the aesthetic that I'm trying to create.

In fact, that's why I never allowed names to begin with.  There wasn't a good aesthetic reason for them, and so much aesthetic clutter can result.  I mean, especially if players could name themselves or display a handle in the game.  I'm not "jasonrohrer" in the game, I'm playing as some random baby born somewhere.


But then someone came up with the idea of Eve naming a family line, and giving your baby just a first name, and then I thought of the whitelist as a way to eliminate distracting names.  There's a good reason to name babies when it helps you track your family lines.  It adds meaning to the game.  And it also puts you a the mercy of your mother in one more way.


"Players want/like names" is not a good reason.  That's not the way that I design games.  Almost all games have names because players want/like names.  And the result is all kinds of distracting, irrelevant, and illusion-breaking text in the game.

Almost all games have unlimited chat as well.  This game has limited chat.  I don't even allow you to control caps lock or enter random ascii characters.

As for the list being American, well, I am American, and this is an American game filled to the brim with American English.  What list should I have used?  There are already over 100,000 names on the lists.  That's a LOT of names, and includes a lot of non-English names, because the USA is such a cultural melting pot.

For first names, I think the list includes all names from 2016 that were used by more than 5 people.  For last names, I think it's names that were used by more than 200 people (I had to trim the list a bit for last names, because it was so big).

But guess what?  The names of two of my kids (Novy and Mez) weren't on those lists, because their names are so unique...

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