a multiplayer game of parenting and civilization building
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A pretty huge update. Two new swamp trees. Domestication of sheep. Fencing. Wool spinning and knitting.
Part of the work here involved figuring out how baby domesticated animals work, and how they grow up, and how they multiply after they grow up. That's all working for lambs and sheep now.
Full details here:
Done!
@makaveli , please don't pass that link around!
For everyone else: the game is coming soon! Sign up for the release list on the home page so you won't miss it.
Okay, pie bites are now showing up in the food log correctly. I also went back and edited the incorrect logs from the past.
Well, you should be able to put the carrot in first...
Oh, that's right... you can make just a plain carrot pie without mincing, I think.
Anyway, I'll look into these and fix them.
Thank you for these reports!
The basket going in the backpack before was a bug that has been fixed. The problem is that it is a sub-container when that happens (a container in a container), but clothing when worn doesn't support sub-containers.
It was an oversight of mine... the basket was never supposed to be able to fit in the backpack!
I intended for you to mince everything together, sort of as a mixing step, after all the ingredients are in. After all, when would the carrot be minced if you put it in later? And allowing separate mincing steps makes it too complicated to implement (pies are already a combinatoric explosion as it is).
Will fix the food log for bites of pie. I think it's currently only counting the first bite for some reason...
And yes, feathers and fletching should go into containers. I will fix that.
The first major content update in a while, getting into the swing of things in preparation for the public release.
This is a somewhat smaller update, because I spent a lot of time this week demonstrating the game to various journalists.
Pies are now worth making, because each one has four slices equal in food value to what the whole pie used to provide. They can be shared between people or eaten repeatedly on a long journey.
You can now make a shovel and use it to dig up many of the permanent natural features in the world. Get those stumps, rocks, and empty clay/soil pits out of the way so that you can build your house or farm as you see fit.
Finally, you can now hunt and cook geese. The hint for it is currently obscured by the fact that the goose jumps into the pond whenever you touch it (I will fix this soon), so I'll tell you here: use a bow and arrow.
Full details here:
Yeah, I will certainly be on the lookout for degenerate behavior of all kinds once there are loads of people playing. I also have full birth/death logs going back throughout the entire history of the game, so I can make little graphs that show male vs female survival rate, life expectancy, infant mortality, population fraction, and so on.
You now revert to crying for 5 seconds every time you speak as a 0-y-o baby.
You inherit any home marker that's on the screen where you're born (or where you're spawned as Eve), so you have a HOME as a baby, even though you're not old enough to set a marker yourself.
Well, there IS a cost for a baby that suicides, if the baby is itself engaged in long-term thinking. The baby took 10 food from the colony, and when they respawn, they take another 10. Now, if they respawn in colony B, they've now given B an advantage against A (A took a 10-food hit for nothing). But if they respawn in the same colony... they've made themselves cost twice as much to the colony that they will eventually inherit.
And if babies are so precious, as you posit they are, and females are thus so valued, then males are valued for exactly the same reason. Females need to do everything in their power to make sure every baby survives. A long journey while pulling a cart while you have a baby out there means either that you leave the cart behind or leave the baby behind. Either choice isn't great. Whereas a male doesn't have to worry about that.
I experienced this myself, as a male, in the most recent playtest. We REALLY needed milkweed, so I took a basket of carrots and set out. My journey was more than one basket of carrots away (I found some along the way), and I needed to revisit passed carrot spots on the way back, since my basket was full of rope. But after about 15 minutes, I made it home with rope, and we could finally make a snare. And I was never stricken with a baby along the way. In fact, at the wrong moment along the journey, a birth might have killed me. And I would certainly have struggled to get that baby home safely. (And of course, I would have left my basket behind, making my whole life pretty much a waste).
I guess we could run the two-tribes thought experiment.
Clearly, a tribe that lets all female babies die is doomed in the long run.
What about two tribes, one of which lets all male babies die, and the other that keeps all male babies, so their population is 50/50? What about a third tribe that lets half of male babies die, so their population is 66/33?
The all-female tribe will likely "waste" some of their future babies on long journeys, and also waste 10 food per male baby. Not to mention adding to their "bad mother" limit for each baby that dies, though over the long haul, they might get a larger share of incoming babies, because they have a larger share of females.
Also, what happens during a war?
A somewhat simple twist here would be to limit the lifetime fertility of each woman. Forget the bad mother limit... maybe you only GET 5 babies total throughout your life. Then each male you let die wastes more than just food, and also you're rolling the dice again on the next baby.
But I'd like to let the experiment run for a bit as-is to see what emerges.
Another stupid-simple twist that has been suggested is to make males a small bit faster. BUT, I'm generally avoiding that kind of stuff. The true physical differences between average men and women who receive the same physical training are pretty small.
Men are still way more prevalent (like 98 to 2) in dangerous jobs that require no physical strength.
Also, I think this discussion hangs on the fact that men serve no necessary reproductive function in this game, where they do serve a necessary one in real life.
But their necessary function in real life is marginal, and only as important as it is due to monogamy (where each man, no matter how unfit, gets a chance to breed---how'd we trick women into that one?) "We need both a man and woman to have a baby."
I guess it could be argued that in a non-monogamy situation, the non-breeding males have value in that they fill the pool that helps to float the best male to the top. If you only kept one male baby around, how would you know you kept the best one? So you keep 'em all and let 'em fight it out later.
But for those non-breeding males, it's still marginal, and not a direct reproductive function.
Throughout human history, males also had value as cannon fodder. Will cannon fodder have no value in this game?
I hear you about the chatting. I'll think about it....
Though if that's "the way Ultima" did it... wow, that screen shot is pretty overloaded! I can't make heads or tails of it...
Are you aware that up-arrow works to cycle through previous messages that you typed? So if someone doesn't notice you talking, you can chase them and press up arrow instead of typing it again.
Okay, regarding the whole male thing.... life is very different as a male in this game. I don't know if I'd call it an advantage, but you can go out on long journey's and such without having to worry about being stricken with a baby along the way. You can also chose to be a hermit, whereas a female character cannot truly do that.
Also, the choice about which babies to keep and which to discard can be a little more complicated than "always keep females." It's true that they were first on the lifeboats, but in certain cultures, female children are sometimes seen as a burden. I think that's because of the potential reproductive load that they represent. The farm just can't handle a bunch of extra mouths to feed, and that's what a female child can mean in the long run, potentially.
So, which one you will favor may change depending on the situation. If you're barely getting your farm off the ground, you may prefer a male child for now, because that will delay the influx of additional population growth more.
And every baby that suicides wastes resources that bring the whole civilization down.
So... I looked at the life logs, and I think you probably didn't reach "the edge," exactly, since you never got farther than 300 in any direction. Maybe there was some lag and you didn't get a map chunk in time? If that happens, you'll see some white areas with squiggly black lines. Is that what you recall seeing?
If not... if you really moused over something very black and it said "The Edge," then please let me know, because you found a major bug.
The edge is out at coordinate 2 billion+ in any direction, and it looks very different than the map-not-fetched.
Probably the main way that any human being will ever see it is through running their own server where they can force eve location....
Hopefully, everything we found last weekend has been fixed.
Here's another chance to get as many people as possible online at the same time to test the game.
Day: Saturday January 20
Time: 10am PST - Noon PST (2 hours).
Even if you can't make it for the entire session, please pop in for a bit if you can.
In the wake of the big multiplayer test last weekend, which may go down in the history books as baby-geddon, I've implemented several fixes for the problems that we saw.
First, babies are now distributed to mothers using a different, cool-down based method. After having a baby, a mother is assigned a random cool-down period before she can have another baby. There's still a small chance of a short cool-down, which will allow for occasional twins, but the average cool-down is about two minutes. During that period, a woman is simply ineligible to have another baby, no matter what, even if it means we need to spawn a new Eve instead of a baby.
Second, babies are born with bigger stomachs now---4 food bars, the same as the very old---but they are born only half full. So, they start with the same food as before, but after the first feeding, their necessary feeding schedule is more relaxed.
Third, there's no more 1:1 transfer of food from a nursing mother to her baby. Instead, she loses a fixed amount of food every time she picks the baby up, no matter how much food the baby needs. That amount is currently 2 + the baby's age. So picking up a newborn costs 2 food, and picking up a 4-year-old costs 6 food. And as long as she keeps holding the baby, the baby will continue to remain full with no additional food taken from her. This makes caring for a baby much less of a food drain, while still rewarding players who engage in good baby-mother communication with more optimal food use. Picking up a full 4-year-old costs 6 food, so you should wait until the kid is really hungry before picking them up. Also, non-fertile females can no longer nurse babies (little girls and old women). This was a simple oversight in the code.
Wild berry bushes now refill one berry at a time over the course of an hour, instead of all at once after an hour. They still produce food at the same rate.
The invisible baby bug has finally been found and fixed.
Full changes here:
There should be something by the end of the week, hopefully. But I'm also finishing my GDC talk, and I need to fix the bugs that the multiplayer test found.
So this week's update will be a smaller one, if I can swing it at all.
Your best bet for finding people to play with is by posting in Discord. I don't think there are enough players right now to make for a "right time to play."
For reference, though, here are the UTC birth times from yesterday:
Mon Jan 15 00:43:10 UTC 2018
Mon Jan 15 02:37:38 UTC 2018
Mon Jan 15 05:43:07 UTC 2018
Mon Jan 15 06:01:57 UTC 2018
Mon Jan 15 06:02:23 UTC 2018
Mon Jan 15 06:03:37 UTC 2018
Mon Jan 15 06:04:07 UTC 2018
Mon Jan 15 06:04:29 UTC 2018
Mon Jan 15 06:06:27 UTC 2018
Mon Jan 15 06:06:40 UTC 2018
Mon Jan 15 06:07:12 UTC 2018
Mon Jan 15 06:07:20 UTC 2018
Mon Jan 15 06:07:51 UTC 2018
Mon Jan 15 06:07:53 UTC 2018
Mon Jan 15 06:07:55 UTC 2018
Mon Jan 15 06:08:23 UTC 2018
Mon Jan 15 06:08:27 UTC 2018
Mon Jan 15 06:08:55 UTC 2018
Mon Jan 15 06:18:50 UTC 2018
Mon Jan 15 06:22:28 UTC 2018
Mon Jan 15 06:22:54 UTC 2018
Mon Jan 15 06:46:58 UTC 2018
Mon Jan 15 06:47:23 UTC 2018
Mon Jan 15 06:50:52 UTC 2018
Mon Jan 15 06:51:25 UTC 2018
Mon Jan 15 06:58:31 UTC 2018
Mon Jan 15 07:15:48 UTC 2018
Mon Jan 15 10:22:59 UTC 2018
Mon Jan 15 10:32:39 UTC 2018
Mon Jan 15 10:33:10 UTC 2018
Mon Jan 15 10:34:24 UTC 2018
Mon Jan 15 10:34:27 UTC 2018
Mon Jan 15 10:40:06 UTC 2018
Mon Jan 15 11:19:13 UTC 2018
Mon Jan 15 13:43:37 UTC 2018
Mon Jan 15 16:17:01 UTC 2018
Mon Jan 15 22:08:35 UTC 2018
Thank you everyone for helping in this.... er... very successful playtest.
Successful in that it gave me a list of very important things to fix. The baby-management issue will be fixed in short order. Another playtest session will be coming soon.
Sorry... I thought that 10a would work for everyone. I thought it would be 10p or something, being on the other side of the world, but I guess you're closer to California than I thought.
I'd like to get as many people as possible online at the same time to test the game.
Day: Sunday, January 14
Time: 10am PST - Noon PST (2 hours).
Even if you can't make it for the entire session, please pop in for a bit if you can.
A whole bunch of little changes in this update.
Sounds can now have banks of multiple versions that are selected from each time a given sound plays. This makes footsteps, for example, much less repetitive sounding. The footsteps and baby crying sounds have been replaced with better sounds too.
Tool tips now change when mousing over objects in a container. Right-click has always removed the object that you clicked on, but now you get more info about what you're going to remove before you click. Right clicking on the container itself still removes from the top of the stack in the container.
The whole frame rate measuring exercise now only occurs once, at first startup. Eliminating that step cuts subsequent startup times in half (I'm currently measuring 4 second startups on my laptop.... if The Witness can load in 4 seconds, so can this game, right?)
You've always been able to hold down the mouse button to walk, but now it works way better, and works when the mouse is close to your character, too.
Full changes here:
Ah! That's actually normal...
The test scene in the editor isn't infinite. You start in the upper left corner of the map, pretty much. If you fill with biome texture, you'll notice that it stops up there too and leaves black beyond that point.
When you save a test map, it only saves the parts of the map that you actually touched. It then loads those tiles into the middle of the infinite map on the server. So if you walk out of your test map, you will find wilderness again.
A lot of the editor is hacked together in a "whatever was quickest" fashion. As long as I know how it works, it's fine, right?
Which makes me hesitant to release it to the public, because it's not a "finished" piece of software, really.
The editor currently allows me to construct test scenes with any of the available objects. Those scenes can be loaded by a game server, and the client can connect to that server, allowing me to test that object configuration inside the live game.
Here are instructions for how you can set up the same test system on your end, in Linux.
First, make sure you have these packages installed:
http://onehouronelife.com/compileNotes.php?nocounter=1
Then, grab this shell script:
https://github.com/jasonrohrer/OneLife/ … tSystem.sh
You can put this into a directory where you want the test system to reside. Suppose it's called "testSystem"
Run the script from the command line:
cd testSystem
sh ./pullAndBuildTestSystem.sh
That should do the git pull for all the source code, build everything, and get it set up for you. This may take a while. Walk away and come back later.
Now, you should have the client, server, and editor built.
First, test that the client and server are working:
In a separate terminal:
cd testSystem/OneLife/server
./OneLifeServer
The server should be running in that terminal.
Then, in another terminal:
cd testSystem/OneLife/gameSource
./OneLife
That should launch the client.
Note that the test server has been set to NOT require correct login credentials. Type any random email address and some random characters for a key and login.
You should find yourself at 0,0 in the world running on your test server.
Now quit the client. In that same terminal, launch the editor:
./EditOneLife
The page navigation buttons are at the top. Navigate to Objects, then Animations, then Scenes.
You are now looking at the scene editor.
Move the cursor with the arrow keys and then use the ObjectPicker on the right to place objects. Place biomes using the ground picker on the left.
Press the button at the top to export a test map. It will be saved as "testMap.txt"
Copy the test map into the server directory:
cp testMap.txt ../server/
Then in the server terminal, quit the server with Ctrl-Z.
Then restart the server so that it will use the test map:
echo 1 > settings/useTestMap.ini
rm testMapStale.txt
rm *.db
./OneLifeServer
Now run the client again and you should find yourself in the middle of your test map.
Water is just the current bottleneck. It won't necessarily remain a bottleneck, and I agree that it is a bit of a strange one.
And yes, things can be set to respawn in the very distant future.... hours or days from now.
The hope is that no steady state is ever possible. You should always need to keep working and adapting to keep a civ alive long term.
Endgame is death or moving for now. Civs will always collapse, eventually.
But wells will be added later. Then wells will dry up eventually too.
Okay, all of this stuff is fixed now.
Thanks for bringing it to my attention!