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#3701 News » The Nudity Question » 2017-06-14 20:12:29

jasonrohrer
Replies: 19

One Hour One Life is about growing a new civilization from scratch, starting naked in the wilderness, across many human generations.  You start the game by being born as a baby, and obviously you are born naked.  People can make clothing over time and put it on, but they can also take it off. 

The question:  how should nudity be depicted in the game?

My creative partner Tom and I parted ways about 3 months ago.  Before that, we were all-in on the depiction of nudity in the game, with a character style that looked like this:

oldNudity.jpg

I thought it looked interesting and funny.  But the detailed nudity seemed like the elephant in the living room for a lot of people.  It had the potential to overshadow everything else, and recurrently popped up in discussions about the game (Kotaku comments).  For me, an anti-Victorian stance is part of my makeup, and I do want that to shine through my work.  But it's not really what this game is about (it's not a statement on nudity).  And then there are commercial issues as well.  Nudity could make or break the game either way.  I could stir up interest and boost sales, or it could turn off the vast majority of people.

I've re-done all the drawings myself since Tom left the project, and I made an early decision in the new character design to keep the nudity totally abstract.  After all, these characters don't even have noses or ears, so why show nipples or genitals?  They're cartoons.  But they're still obviously naked, because they're flesh colored, and they can put on clothing and take it off.  (This is just a sample... there will be 100 different characters from a full spectrum of skin tones.)

NudeFamily.png

But is this too tame?  Some of my local game design friends say that I'm chickening out.  They also say that I'm cutting out something that will make people curious about the game.

And we have Naked and Afraid on the Discovery Channel as a hit show, albeit censored.  But people are interested in that premise.

And of course Rust.  Maybe there's a difference with 3D vs 2D nudity, though.  2D leaves more room for the imagination (see Scott McCloud), making it more salacious?  3D nudity looks like mannequins, and we can distance ourselves from them a bit.

On the other hand, Rust had nothing but naked MEN for years, and they only recently added women, amid great controversy.  Maybe depicting naked men is funny and okay, but not naked women.  Like the game Icycle:

https://www.youtube.com/watch?v=u357mY1c2o8

My wife's reaction to Tom's characters was always that they were "creepy" and that they made her feel uncomfortable in they way that they depicted female nudity.  Maybe too R. Crumb-ish or something.

So is there some middle ground?  Some kind of more abstract nudity that would be less creepy without chickening out?

Someone pointed out the manga character Shin Chan:

ShinChan.gif

And there's the classic "inverted black triangle" for women, though even that has a somewhat creepy history, like the Playboy Femlin cartoon character (NSFW):

femlin.jpg

Obviously, the Femlin is meant to be erotic, but is there a way to depict cartoon female nudity without that effect?  We have so few examples to reference.

A Google search for "cartoon nudity" results in quite an eyeful.  So people are right to associate cartoon depictions of female nudity with salacious intent, given the history of dirty cartoons.  Maybe there's no way to transcend that association.

Still, I want there to be absolutely no doubt that these characters are naked when they're not wearing clothing.  That idea is very important to the heart of the game, while the specific way that nudity is represented is not.

#3702 Re: News » Early alpha testing coming » 2017-05-29 16:18:08

Well, I haven't gotten there yet, so I'm not entirely sure.

Everything in the game so far is simple enough to have pretty realistic step-by-step crafting.  Making a fire-starting bow drill, for example, takes around ten very specific steps, just like real life.  It's not just (( 3 wood plus 2 rope = bow drill )) like it would be in Rust or Don't Starve.  You have to whittle one piece of wood down into a small shaft, then find a small curved branch and whittle it for the bow, then add rope (made in several steps from milkweed), and finally attach the shaft to the bow.

One more recent example that uses a bit of artistic license is the bellows.  You have to fire a clay nozzle in the kiln, and you have to split a branch to make handles, and you have to stitch a skin water pouch.  But after you have those parts, you just put them together, in two steps, you make the bellows.  You don't have to sew the handles or nozzle into place like you would in real life (or seal the nozzle in place with pine tar, or make a one-way valve on the side of the air bag).

So, this is kind of half-way between the detailed, realistic crafting of the bow drill and your cart + engine = car.

Obviously, a car has dozens of gears and hundreds of bolts of different sizes.  I'm not imagining that you'll assemble it piece by piece.  Even if I wanted to put YOU through that tedium, it would pretty much be impossible for me to input and manage that many detailed transitions.  And then there's the ordering problem (no reason you should put this bolt in before that one), leading to a combinatoric explosion if I want to do it right.

But I'm still imagining that you'll need to vulcanize rubber for the tires, and make pistons along the way to creating an engine, etc.  There are parts of car manufacture that are interesting (travelling to the jungle to find a rubber tree) and parts that are not (tightening 300 bolts).  The "artistic license" that you're talking about is basically me glossing over the less important, less interesting parts, while still including enough interesting detail that it FEELS like you're building a car from scratch.

No one is going to complain that you don't have to seal the tip of the bellows with pine tar...  You had to build an entire kiln just to fire the nozzle!

#3703 Re: News » Early alpha testing coming » 2017-05-15 21:43:30

In Rust, last time I played, you can craft as many sleeping bags as you want, and put them wherever you want.  For example, you could put ten of them in your safe room.

When you die, you get a menu of sleeping bags and get to pick one to respawn into.

You only lose what you were immediately carrying when you die (it's left on your body).  But respawn is instant, assuming that you have a sleeping bag ready.

After using a sleeping bag, it goes on cooldown, so you can't respawn again from the same one for 2 minutes or so.  Obviously, this can be overcome by just making a bunch of sleeping bags.

I think that in a more recent update, they gave each sleeping bag a radius, and when you respawn from one, all bags within the radius go on cooldown.  Not sure how the latest version works.

ANYWAY, the result of this---of instantly spawning back in the safety of your base with all your stuff---is that there's essentially no cost to trolling.  Run out with a cheap spear, or a bow, and bug the heck out of people.  If they catch you and kill you, you respawn back in your base.  Run right out and do it again.  You lose a cheap spear each time, but it's worth it.


In OHOL, your life is unique.  Where you were born, what you were born into, what your parents gave you, and how well they took care of you.  Getting to the point where you CAN start or resume trolling takes loving parents, and most importantly, time.  You have to grow up again.

So, if you troll and are dealt with by an in-game police force, you can instantly respawn.... as a helpless baby with none of your stuff halfway around the world.

Which is why, even if reincarnation was true, we wouldn't have a problem with real-world trolling.

Yes, it's possible to respawn near your stuff (out of sheer  luck, or if there are very few players---your mother is likely to be near your stuff if the world is small), but you still can't instantly regain possession of it.  You're a baby again, and you can't even feed yourself at first, let alone pick up your bow.

So yes, you lose only an "hour of work," but you ALWAYS lose an hour of work, every hour, in this game.  It's not "work" for yourself, ever, but work for future generations (which may include you), but there's no well-defined, long-term possession by individuals.

Maybe people will wait to troll until they are old and have nothing to lose.  But hopefully, after an hour of playing, and watching their great grandchildren growing up, they'll be somewhat invested.  I guess they can troll their great grandchildren...   It's thematically consistent.... losing your mind with senility.


1) Signs are interesting.  But I find that they lead to pretty horrible clutter in Minecraft, so I hesitate for that reason (and it's why I didn't put them in TCD).

In this game, who are you explaining things over and over to?  Remember, you only live one hour.  It's not "your server" or "your village."  You're just kinda passing through.

How do we communicate with future generations?  With signs?  Like, "Whoever uses this shovel must clean the mud off and put it back in the shed."  That's a more immediate form of communication, meant for a community where people come and go (like a communal farm).  You wouldn't think about leaving a sign like that to control your great grandchildren's use of your shovel.  Primarily because you wouldn't care how they used it!

The main "new" people that we're interacting with in the game, where immediate communication is required, are our children.  They are helpless at first and at our mercy.  They can primarily just watch us do things.  We can talk to them, but we don't have to.  They can learn by watching us do stuff (see us put the shovel away each time).  But talking to them isn't so bad either.

There aren't really "groups of players" like you're describing, at least not long term.  Everything in the game is really trans-generational, because lives are so short.  It's more about families.  And in that context, oral tradition is way more interesting, to me, than written records.

I have thought about enabling signs using A+B=C+D crafting, where you have to craft each letter separately using bits of wood and glue or whatever, and then arrange them on a sign, which could be a container for letters.

It would then be so much work to make a sign that people would think very carefully about what they wanted to say.  That feels better to me than a cheapy "type anything" sign that you can just throw up everywhere with whatever random joke on it.



2) Yes, what you're describing with "stacks" of items is possible.  I'm already using it in some places (like making a coat out of rabbit fir requires that you first stack up four pieces of fur together).

Harvesting machines are possible.  I suppose they could be installed on an ore vein of some kind, and then fill up some kind of bushel over time.  Encoding very deep stacks and splitting is pretty tedious on my end, though, so I need to think carefully about this stuff.  For example, if a bushel of ore contains 100 pieces, You probably wouldn't be able to take out one piece at a time (since that would require me to input 100 A+B=C transitions).  So a bushel would probably be indivisible and used as a unit (and maybe the centrifuge to refine uranium would only operate on bushels for input).  Powers of 2 splitting is possible, but also somewhat tedious for me.

As a current example, you can pick one berry from the bush at t a time, which can be individually stored or eaten.  Or you can use a bowl on the bush, picking a bowl full and leaving an empty bush.  You can make a pie from the bowl-full, but you can't currently take one berry at a time from the bowl until it's empty.  The bush is infinite for single berries, and I suppose the bowl could be as well.  But I'm not going to encode 60 transitions to enable you to empty the bowl (or bush) one berry at a time.  A bowl and a single berry have different uses though, so there are reasons for harvesting berries in different ways.



3)  Here's the deal with scaling:  I think the server, given the bandwidth available, can currently support about 200 simultaneous players.  I'm using Linode to spin up overflow servers, though.  When 100 players are on the main server, the reflector automatically starts sending half of newly joining players to a second server.  When that second server has 100 players on it, a third server will start getting used, etc.

Each server has a separate permanent map and timeline.  They are each isolated worlds.  This isn't ideal, but it's the only simple way to make this work.  In the context of this game, where each life is unique and there's an interesting game to play at every population size, I think it actually fits pretty well.  Being a 10th-generation baby on the ancient-civilization main server is very different from being Eve on the untouched overflow server.  Both are interesting and add variety to the game.

But there won't be any glitching or teleporting due to scale issues.  Each life is atomic and will pass entirely and consistently on one server.  That's another nice property of this game for scaling purposes:  we can safely make load balancing decisions at the moment of your birth.  There's no expected continuity across lifetimes, so we don't even need to move your inventory over to the overflow server.  You just get born there.

#3704 Re: Main Forum » In pursuit of zero » 2017-05-15 20:47:45

I don't have Vive or a suitable Rift.  Do you have any screen shots?

#3705 Re: News » Early alpha testing coming » 2017-05-14 20:01:18

Well, the initial private testing will be starting very soon.

I've got one more week of content production and final code tweaks, and then I'm off for three weeks on a trip with my family.  I don't want to start the private testing before I leave, because I won't be very responsive while I'm away (it's an official no-work break).

So, a week or two after I get back, the plan is to get the game out to the private testers.  The week of June 12 or June 19.  They'll be looking for bugs and platform issues at first, and after that, I'll start weekly content updates for them, just to make sure that's all working smoothly too.

At that point, if everything's working smoothly, the plan is to go into paid public alpha, probably with a slow roll-out to people who purchased my previous games, and then a carefully-scheduled public launch, with media previews and such.

After that, the plan is to do weekly content updates every week for about 2 years.

The game will change a lot after private alpha testing is over.  Obviously, loads of content will be added, but I also anticipate some code and gameplay changes, as I see how large groups of people behave together.

#3706 Re: News » Early alpha testing coming » 2017-05-14 04:58:52

Never thought about the crushing gravity.  That's really funny!

Except that it's flat!  Topographically, it's a torus, I think.  But not really, because the inner and outer circumferences are the same.  It's a square that wraps around.

So, let's say that it's a flat solid that's roughly as thick as the earth.  Would that cause roughly the same gravity?  If not (because of side-pull effects or something), then make it exactly thick enough to have the same gravity as earth.


Anyway, answers:

1.  Yes, objects can decay, but I need to make them decay, and define what they decay into.  So, walls can crumble into rubble, or crack first, and then become rubble.  The decay time can be anywhere from 1 second to 2 billion seconds, I think.  And if it's multi-step decay (cracking wall before rubble), then they can potentially be repaired (cement + cracking wall = repaired wall).  But because it's extra work for me to define decay for each thing, I'll be somewhat selective, and focus on the most interesting decay interactions first (like walls).

2.  Objects can be deadly to other humans, and they can have a deadly distance defined (knife kills from one tile away, bow from 5 tiles away, rifle from 10 tiles away).  There's a very simple click-to-kill mechanic, with no real aiming or timing or other shooter mechanics.  You can miss if someone is moving, based on server clock differences, but that's it.  And killing is all-or-nothing.  You click, they die instantly.  No wounding or health bars.  Kinda like real life.  You get shot in the chest with a bow, and you die.  You don't go eat some berries and heal up.  Weapons can go through ammo transitions and leave something on the ground at the target site (bow can shoot one arrow, then becomes an empty bow, etc.)  So, simpler projectile weapons have a pretty severe limit on their rate of fire.

And yes, you can burn down houses (we had that in place in the previous content batch, and I'll likely add it to the new generation of content too).

You can enslave, police, imprison, and all the other real world things.  That's because death is real in this game.  If you point a gun at someone and say, "Come work this field for me or die," they just might do it, because they can't just respawn over and over if you kill them.  They have an investment in THIS life.  That's also the main motivator for trade, specialization, and so on.  Time is precious and ever fleeting, and you can only accomplish so much in one lifetime.

And finally, the potential of killing is NECESSARY for society to function.  Notice how infrequent trolling is in real life?  In Rust, I had people cement over my front door countless times.  Funny... no one has EVER cemented over my front door in real life!  If you follow the logic through, you realize that it's because someone who keeps cementing over front doors will eventually be hurt or killed to make them stop.  But in Rust, they'd just respawn again and keep doing it.


3.  Crafting is instant, and always A+B = C+D.  Each second marks the passing of six days, after all, and I also feel like waiting around for stuff to craft in most games is tedious.  However, A+B=C+D simplifies stuff so much that making most things takes multiple steps.  A current example:

sharp stone + Yew branch = yew shaft

Milkweed stalk x2 = thread
thread x2 = rope

rope + yew shaft = bow

Each transition is instant, but gathering the required materials is not.  And walking around to find them, likely away from your warm home, expends time and food.

Also, there are a few things that aren't instant for aesthetic reasons.  When you set a snare on a rabbit hole, it takes a bit of time for the rabbit to peek out and get caught in the snare.  When you seal a firing kiln, it takes a bit of time for it to finish firing and have charcoal in it, mostly because it looks cool (the sealed kiln smoking away for a bit).  Some of this might change if it's too annoying (like, I suppose you could seal the firing kiln and instantly have it make charcoal), but the feel of setting snares and checking them later is nice.

Also, some stuff, like planted crops, takes a while to grow.

But baking a pie in a hot oven is instant, as an example.  There's nothing interesting about waiting for it to bake.

Raw pie + hot oven = cooked pie


4.  Not sure what you mean here, and how you define "crafting."  Every interaction in the game is A+B = C+D.  But that covers almost everything that we can "do" in a world.  Example:

Bare hand + turtle pond = turtle in hand

Turtle + turtle = mating turtles

Pregnant turtle + time = turtle eggs

turtle eggs + time = baby turtles

baby turtle + time = hungry baby turtle

hungry baby turtle + time = dead turtle

berry + hungry turtle = non-hungry turtle


So... pet turtles is covered.  It's not really "crafting," but it works the same way.

You can also cut down trees, dig holes, build walls, build roads, hide things in caves, tame and ride horses, etc.

#3707 Re: News » Early alpha testing coming » 2017-05-12 16:31:13

Yeah, I calculated it yesterday, and it's 31 million times bigger than the surface area of the earth.  Does that count as HUGE?  As in, all-caps huge?

There's no plan to spawn multiple Eves in separate places on the map.  Eve0 is at (0,0).  Subsequent Eves spawn somewhere on the outskirts of the last civilization.  To place a new Eve, which only happens if everyone dies, I find the radius of the known, human-modified world, then walk in from there, as close as you can get to (0,0) without getting blocked.  (You don't want the next Eve spawned in the middle of a prison by accident.)

However, as people spread out, there will be isolated pockets of civilization.  If you're a female character, you can create one of these yourself whenever you want, simply by walking into the wilderness and surviving out there until you have some babies.  You just created a new remote outpost that could potentially continue and grow indefinitely.  Someday, the residents of the outpost may explore and discover/meet the residents of the main civilization.

As for why I made it so big....

First, from an engineering perspective, It would have been way harder to make it smaller.  X and Y coordinates are signed integers, and it's easiest to just let them span the whole possible range (-2 billion to +2 billion, roughly), and let them wrap around the way they would naturally on a computer.

Second, our Earth world is so big that it feels infinite.  Walk in any direction, and it just keeps going, and you'll never run out of new stuff to see.  So I certainly wanted to make it big enough to feel that way too.  If I'm going to make it THAT big, so that you can never walk to the end of it, why stop there?

(Also, I'm not sure what actually happens if you walk all the way to the edge beyond +2 billion.  I'm assuming that it wraps around back into negative coordinates, but I've never tested it.  I don't need to test it, though!)

And finally, conceptually, I'm fascinated by "practically infinite" things on computers that are still very finite, but mind-bogglingly big.  The full 4-billion by 4-billion cell map is entirely predetermined, even though most of it has not been computed yet, or will ever be computed, or will ever be seen.  But I can teleport you instantly to any far-flung coordinate of it and you will be able to see what's there.  You could even build a little house out there.  And if anyone ever made it out there ever again, they would see the same little chunk of map that you saw, and see the remains of your house, too.

That's one of the "magic" things that computers can do.

And when I describe it to people (a huge world that's 31 million times bigger than earth), it sometimes elicits a mind-boggled "whoa!", and that makes it worth doing.

But dealing with numbers this big is all in an ordinary day's work for 32-bit computer programs...  We just never stop to realize how amazing it really is.

#3708 Re: News » Early alpha testing coming » 2017-04-13 17:28:15

Yeah, there are also a lot of inefficiencies around working with someone else.  A lot of communication overhead and bottlenecking each other.  I couldn't really go off and do a week's worth of server programming (which needs to be done from time to time) while also keeping my partner's pipeline full and moving.

Now I can pick what really needs to be worked on on a given day without juggling two people.

#3709 Re: Main Forum » Demo of the content creation system » 2017-04-13 17:24:49

Well, I'm going for a kind of "doodled," thrown-together aesthetic.  The idea is to get interactive stuff into the game, and have it look good enough to be visually recognizable (that's definitely an ax!), not to create a masterpiece for each one.

I agree that the drawing still will inevitably change over the course of the project, but the change will be gradual and subtle.  It's also not hard to go back and replace particularly egregious drawings later.  Like, "I added a bunch of new content this week, and I went back and re-did the horse---what do you all think of the new horse?"

The point is that the entire process can be kindof ad lib and incremental and local.  I can put a new object into the game, and hook it up with what it interacts with, in relative isolation from everything else.  And thus "grow" the content base up to 10K objects organically.

And you're right that the drawing style may progress along with the tech!

But I'll also be adding natural objects the whole time as the biomes expand.  I'm really trying to avoid the temptation of going back and redoing old stuff, though.  The visual style will necessarily be something of a mish-mash, and I need to accept that.

It will still have a unique look, with all this hand-drawn, hand-colored stuff.

#3710 Re: News » Early alpha testing coming » 2017-04-02 03:58:31

As for doing it faster than a human would...

That's to prevent bots that submit the form as soon as they load the page.  A human takes 5 seconds to type their email.

HOWEVER, I just discovered that the One Hour One Life server system time has drifted by 126 seconds!  That was totally messing up the timestamps on the form.  Yikes.  Working to fix it now...

#3711 Re: News » Early alpha testing coming » 2017-04-02 02:59:08

Ugg... I just tried sending a password reset to my gmail, and it went through fine.  What a mess!

#3712 Re: Main Forum » Demo of the content creation system » 2017-04-02 02:51:51

Oh, yeah, the speed of starvation shown in the demo has changed somewhat.

Also, standing near a fire, and wearing clothes, dramatically change the rate at which you consume food.  That's the main motivation to craft those things (you get hungry slower).

#3713 Re: News » Early alpha testing coming » 2017-04-02 02:48:46

Welcome back, ..!

Regarding the extra time, working with someone else itself takes up a lot of time... so it shouldn't take all that long this time around.  I also figured a lot of stuff out the first time around.

EMAIL

Man, this has been a terrible thorn in my side.  Forum email is being sent through Postmark, which I'm paying for..... they're essentially acting as a trusted email relay.  But apparently it's not working.

Did you tell gmail that it wasn't spam?

And jeez, I wonder if my domain now has a bad reputation.

Tons of spammers have been signing up for my mailing list using other people's emails, and some of those people have been flagging the confirmation messages as spam.

#3714 Main Forum » Demo of the content creation system » 2017-03-27 17:41:13

jasonrohrer
Replies: 6

In the sidebar on the player, scroll down to "Untitled - Jason & Thomas".  That will jump you to the 1:56:00 mark where the One Hour One Life segment starts:

http://www.gdcvault.com/play/1023585/Ex … l-Gameplay

Anyway, the idea with this editor is to let me add content to the game at the speed of thought.  As quickly as I can doodle something, I can add it to the game and animate it.  That was the only way forward if I really wanted to make a game with 10,000 unique, interactive objects in it.

This is way less fiddly than pixel art or "digital" painting in Photoshop.

And because the source content is all hand-drawn, it has a unique look.

Finally, that video shows the crafting system, and that's the other key piece to how this works.  An interactive relationship between two objects can be defined in a few mouse clicks.  This allows me to get very detailed with how things are crafted (step-by-step when making an arrow, for example), and also represent a huge range of interactive scenarios very quickly.

#3715 Re: News » Early alpha testing coming » 2017-03-27 17:34:32

Well, the entire rapid content editing system is based on scanning pen and ink drawings from paper, so in general, the end result will look somewhat similar (drawn and colored on paper---watercolor backgrounds, and such).  It will just be drawn by a different hand going forward (mine).

#3716 Re: News » Early alpha testing coming » 2017-03-21 05:48:34

Well, there's been a major road bump.  The artist and I have parted ways, so I'm starting over content-wise (but not programming-wise).  Should be back on track in a month or two.

#3717 Re: News » Early alpha testing coming » 2017-03-08 07:15:54

If you're interested in helping to alpha test, please email me:  jasonrohrer AT fastmail DOT fm

#3718 Re: News » Early alpha testing coming » 2017-02-28 22:10:33

Well, it doesn't have to be English.  But it does have to use the 26-letter western alphabet.

I toyed with the idea of making up a new alphabet, so part of the game would be players forging a new language from scratch.  But I figured that the game will be hard enough without adding language creation to the list of burdens.

There's currently a limit of 1 message per second per person server-side, and that's there to prevent automated spamming of messages in a way that would overload the server.

#3719 Re: News » Early alpha testing coming » 2017-02-21 18:16:48

Well, I need people with a variety of different computers.  I need some Mac testers, some people with different Window computers, different graphics cards, etc.

I also need people who are willing to chase down bugs and glitches and find ways to reproduce them.

#3720 Re: Main Forum » In pursuit of zero » 2017-02-21 18:09:42

This is actually not spam.  Hopefully, he'll post more later explaining himself...

#3721 Re: News » Early alpha testing coming » 2017-02-20 07:15:21

Each year passes in one minute.

When you're a baby, you really depend on your parents for survival.

Each object in the game has an age that you have to be before you can pick it up.  Newborn babies can't pick up much, but as you get older, you can start helping out more.  By around age 4 or 5 (4-5 minutes), you can feed yourself.  There will be some thing toddlers (age 2-3) will be able to pick up, so the parents can give them some stuff to do (husking corn, planting seeds, etc.)  Maybe also some baby toys, eventually.

But newborn babies can't pick up a weapon or ride away on your horse.

What's interesting about being a baby is the situation you find yourself born into, and communicating with your parents about your survival needs.  If you have bad parents, your life will be short.


When you get old, you still can DO everything, but your stomach shrinks.  You don't need someone to feed you, but it might help if someone brought a bunch of food to you.  This stage of life is interesting as you watch your children around you as adults now, and see your grandchildren being born.  You may want to "tidy up" whatever project you were working on in your life, and pass it on to your heirs, because after you die, you'll likely never see it or them again (you'll be reborn somewhere else in the world).

When you're old, you can SPEAK the longest thoughts.  Each year gives you one extra letter per chat message.  At age 60, you can chat 60 letters at a time.  So, you can also guide your family.


There is NO built-in incentive for taking care of your baby.

However, you only get old enough to HAVE a baby if someone else took care of you when you were a baby (just like real life!).  Remember those kind parents who sacrificed so much to keep you alive?

Also, since you only live one hour, what you are working on in your lifetime only has meaning in terms of how it will benefit future generations.  Your baby IS that future.  If you never have a baby survive until adulthood, you are living in isolation and cutting yourself off from the greater story and meaning that is possible in the game.

Obviously, you can chose to live this way and play alone.

But I think most people will take care of babies.

#3722 Re: News » Early alpha testing coming » 2017-02-19 10:42:55

Oh, and the rate that you consume food depends on how hot or cold you are.  If you dress warmly and stay near a fire, you consume food much more slowly.

If you put clothes on your baby and keep them warm, they will need to be fed much less often too.

#3723 Re: News » Early alpha testing coming » 2017-02-19 10:40:20

1.
In the ideal case, every player who joins the game joins as a baby.  On the other hand, we NEVER make a player wait to join the game.  Everyone should join instantaneously.

Here's how I balance these two factors:

Every female character in the game who is of fertile age can have at most two young babies at any one time.  If a given female has two living young babies, the next baby born will go to some other female.

In the rare case that EVERY female has two living young babies, the next player to join will spawn as a new Eve character, elsewhere on the map.  Eve is zapped into existence fully grown up and fertile.

Thus, if there's a sudden surge of new players, there could be a bunch of Eve's spawned to cope with the surge.

But each Eve can have 2 babies, so even during a surge, 2/3 of the surge players will be babies, and only 1/3 of them will be Eve's.


2.
Everyone is hungry all the time.  There's a bar on the screen that shows your stomach and how full it is.  Babies and elderly people have very small stomachs, meaning they need to eat more frequently to survive.  As you grow up, your stomach gets bigger, allowing you to go on longer journeys without risk of dying from hunger along the way.  Toward the end of life, your stomach shrinks back down again.


3.
I've thought about this, but I'm not sure.  One idea is that way high in the tech tree is "the button," a doomsday machine that will reset the world.  People in the game can then fight over whether or not to create or use the button.

Of course, during testing, the world may need to reset from time to time, but so far, we haven't reset it.  The goal is to never reset it for development reasons if it can be avoided.

We may find that the game is more interesting with some kind of regular reset schedule (for example, once a week or month).  The game is VERY different at the beginning of civilization than it is at the end.

However, players looking for a "simple" life can always wander away from the center of civilization into the wilderness.  There are no fixed "ages" in the game, and different tech levels can exists simultaneously in different pockets of the map, just like real life.

And the map has plenty of room for this.  It's larger than 30,000 times the surface area of planet Earth and would take more than 34 continuous, real-world years to walk from one edge to the other.

#3724 Re: News » Early alpha testing coming » 2017-02-18 20:29:22

Claspa, not sure if you are on my testers email list (been maintaining it since Sleep Is Death).  If not, please email me, and I'll add you.

#3725 Re: News » Early alpha testing coming » 2017-02-18 05:13:55

Well, if you have any questions for me, fire away.

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