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#26 Re: Main Forum » Open Letter to the Mobile Developers » 2019-03-01 17:01:20

Hi, I am the "public face" of the mobile development. I guess it makes sense to answer here, since Jason chose to take the conversation public. You have to understand that this is a conversation though, not a negotiation or an exchange of promises or commitments.

First: I apologise for what happened with the TapTap listing in China and the translation of the splash screen. It was bad and we are sorry for it and took steps to limit the impact as soon as we were made aware of it. I have already apologised to Jason and explained how it happened, but this is a public apology to him.

Second: We think that OHOL is an absolutely genius game and that not only we, but the world of gamers owe him a dept of gratitude for creating it. When I approached him about making a mobile version of it, I wasn't even aware that he puts his games in the public domain, for everyone to do with as they want. We offered a cut of the earnings on several occasions, but he always declined. A rare and unusual individual, to be sure.

We have always taken care to ask Jason about every step we have taken, and always gotten the go-ahead to proceed with our plans. The implications that Jason now feel are hurting his legacy as game creator, were not there at the beginning, and neither of us expected them.

At some point, Jason felt the need to make some demands of us. Not for money, but for limiting confusion he felt was dangerous. He asked for changes to our marketing and for a splash screen to show every time the app started. We spent some time bouncing suggestions back and forth. We wanted to do what it took to solve his problem, but we wanted to do it in a way that did as little damage as possible to the mobile game. Such things take some time, but we delivered something that he said he was happy with:

Christoffer wrote:

"This is an adaptation for Android devices of the original desktop game by Jason Rohrer."
becomes
"This is the unofficial extended version of Jason Rohrer's desktop game "One Hour One Life", adapted for Android. We have added additional play modes as well as changes to make it play better on touchscreens. We are independent developers and the mobile game world resides on our servers." (This will also be localized to 8 other languages)

The rest of the description stays the same.

The splash screen
"Based on Jason Rohrer's One Hour One Life"
becomes
(splash screen saying:)
One Hour One Life for Mobile
(image)
The Unofficial Extended Adaptation
Running on Dual Decade Servers

Jason wrote:

Yes, all of that (store wording and splash screen) is fine with me.  It conveys "unofficial" and "separate servers" just fine.

This was back in October. Our app had just had a surge of sales in Japan and was at most on #2 download position among paid apps on the AppStore there (this translates to less money than you would think, but we were happy about it)
We received some inquiries from publishers in China, and discussed them with Jason. He thought about joining forces with us, but ultimately decided that wasn't what he wanted. That's also when we settled on the messaging above.

Fast forward a few months...

We have since entered into an agreement with a publisher in China, and released a special version on the AppStore there. There is also the free demo for Android, which is supposed to pave way for a paid version soon. There is a surge of interest for the game in China, that could become even bigger. Our publisher wrote their own description of the game for the Android demo, instead of using the Chinese translation of our App Store description. This version omitted the wording we had agreed on with Jason. It has been corrected now. They also asked us for some video recordings and make a video clip to promote it. This video also didn't mention the origin of the game (it has been changed now too).

Understandably, this made Jason angry. Our communication with our publisher was not good enough. We can only apologise and vow to do better in the future.

This may have been the trigger, but from what I can tell Jason also wasn't satisfied with the effectiveness of the messaging he had approved earlier. There were still people writing to him about peace lilies and about crooked people stealing his game. We have sent a couple of emails back and forth. I am still trying to solve his problem in a way that doesn't do way too much damage to our own product. I guess Jason thought I was being too slow, because after I had gone to bed yesterday he sent an email saying:

All that I really care about is messaging so that EVERY PLAYER and EVERY REVIEWER knows, with no doubt or wiggle room, that this adaptation is UNOFFICIAL and NOT APPROVED BY JASON ROHRER.  It should be flashing in red, or permanently on the menu screen, or whatever it takes.

and this morning I found the email that Jason also posted here.

To Jason:
I still want to solve the problem that troubles you. Not because it is a problem for us, but because you wish it so, and that means something to me.

Your solution could spell the death of a really great mobile game. One that many people are in love with. We have recently ramped up the team to five people, three of whom have just quit their other jobs to work full time on an add-on project that we want to bring to the player community.
I ask you to patiently work out a solution that does what you need it to, without crushing the mobile app.

I have repeatedly asked you for a phone or video call this week. You have not responded.

I have offered to fly from Sweden to US to talk to you in the flesh, and work it out together. You have not responded.

Yes, you want a solution NOW, but to what price?

About solutions:

Grim_Arbiter wrote:

It sounds like a name change by dual decade would solve all these issues right? It wouldn't confuse anyone anymore.

A name change is a really big thing to do, after working up a name for the game in mobile circles. The mobile community in Asia is way bigger than the PC one. Look up #OHOL on twitter if you like.
That said, we'd prefer changing it over adding "unofficial" to the name. Mobile gamers looking through the App Store would glance at our game and then keep looking for the "official" mobile game. They wouldn't think to look for a PC game.
I can't know what the results would be if we changed the name, but we are still willing to look into it, in order to solve your problem of player confusion and your legacy.
You need to give us more time than 72 hours to work out a plan though. We have to find the right name and decide on how to message it to the community and to roll it out in new releases. We also have an agreement with a publisher on a game with the name "One Hour Life for Mobile". They have been investing in marketing. They need a reasonable chance to plan for this change. Plus, it's Friday now, so you're giving us until Sunday to fix this?

Jason, please show some patience. You have our attention and priority. Please show willingness to talk about it and work out a reasonable solution together.

#27 Re: Main Forum » Help with wordsmithing » 2019-02-27 19:56:20

This game is to a large extent based on the works of Jason Rohrer. He allows the reuse, but is not affiliated with us and isn’t taking part in the design and implementation, nor in the operation of our servers.

#28 Re: Main Forum » Who else thinks there should be a TUTORIAL for the TUTORIAL? » 2019-02-27 15:50:36

Peremptive wrote:
futurebird wrote:
pein wrote:

maybe we would need player made challenges, like solo maps
a sandbox where you need to pruduce enough X to go out of a building and people could twin up with mentors to do them


Oh I like this. Make:

6 piles of compost
12 pies
fruit boots
a shovel

in one life. etc.


the mobile version of ohol (not developed by jason) has stuff like that. It seems to have more depth than PC. Honestly Jason should hire a couple of interns and copy off of the mobile version, they got his game for free in the first place.

If Jason wants our solo challenges, he won't need interns copying us. We'd happily do it for him for free. I think he wants to keep the whole PC game "Made 100% by Jason" though. He has said no thanks to both code and content contributions from fans up until now.

#29 Re: News » Update: Temperature Overhaul » 2019-02-17 10:49:31

This looks like a major, MAJOR gameplay improvement to me. Hope and expect to see many more buildings in the settlements, as well as less naked people.
I understand that there was a lot of work required, but I think it was better invested here than in any other aspect of the game.

Maybe it will turn out that something is unbalanced and needs to patched, but the foundation is much more sound than it was before. I’m very hopeful smile

Good job!

#30 Re: Main Forum » How should clothes work heat-wise? » 2019-02-13 18:54:51

One way to look at it is that since one second in game equals 6 days, temperature will always be at equilibrium. So a fire has always been burning for days, and a door has always been open or closed for days. There is no propagating heat. This means that the heat from the fire has raised the room temperature evenly (R-value formula), but a player still get the extra heat from the radiation according to 1/r^2.

I think you are correct about the convection (hot air tends to move). Some of it might come from radiating heat that hits the walls too, not sure what the fractions would be. At equilibrium it doesn't really matter, the R-value formula really simplifies things.

If you do the line of sight thing, why not have a special case for when the door is open (or if a door is missing)? Let a substantial fraction of the heat output disappear that way and use the R-formula for what's left?

#31 Re: Main Forum » How should clothes work heat-wise? » 2019-02-13 15:08:21

A lot can be said about the temperature features. I have looked at it in depth a while ago, and these are the easiest problems to tackle first in order to get a substantial improvement:

1. Replace the heat map calculation
The math model used today is modeling heat transfer in solid materials, e.g. if you put a part of a metal rod into flame, how does the heat transfer within the rod? It is invalid for air temperature and heat from sources like fire. Air does not conduct heat well, that's why we use it as insulation in building materials, in 2-glass and 3-glass windows, down jackets, etc.
Instead you could calculate air temperature for a character's tile much faster and more accurately by doing a quick weighted average over a few of the neighboring tiles, let's say a 3x3 grid. Or use the single tile's biome data directly if you absolutely don't want averages (but there are other ways to make sure that no tile is perfect - air temperature is not the only one, see bullet 3).

2. Heat sources like fire radiate heat. The amount of heat that a person picks up from a fire is a constant divided by the distance squared. E = C/(r*r). This is if there is direct line of sight. If there is a wall between, then E=0. You could easily evaluate the tiles in the line of sight and find walls. You could also decide that some objects are partially blocking if you want.
Tip: deduct 0.3 from the Y coordinate of a fire source when evaluating r. Then r will become 0.3 for a character standing in the same tile as the fire and 0.7 for a character in the tile directly below the fire, which seems reasonable.

3. Think in terms of protection - not simply temperature.
- In a desert, you will die quickly without shoes, because your feet will melt from the sand. The air temperature is not a problem for your survival (unless you are sickly), but if you don't have clothes the sun will kill you by heating up your skin to the temperature of the sand and by evaporating your sweat before your body heat can do it (thus robbing you of your body's cooling system). Walls can block the sun more effectively than clothes can.
- In snow, you will also die without shoes, because touching ground or snow will conduct heat away from your feet. The air temperature is mostly a problem if the air is moving. Air conducts heat poorly, but it can transport heat (convection). You need clothes and/or walls to protect from this as well.
So treat shoes separately from other clothes. Have them be more effective in the extreme cases.
Also have a Sun and Wind effect in addition to Temperature. They don't need to be shown separately - just be part of the equation that determines how far from a perfect state you are.

4. Create an "indoors" state
Check if someone is indoors or not, i.e. protected on all sides by walls, by checking line of sight within a certain radius (5 tiles?)
If you are indoors, you gain protection from negative wind and sun effects, even if the temperature is the same.
If you want, you can also evaluate how indoor heat sources raise the temperature above the outside temperature. Delta-T = a constant * energy output * R-value / wall area. (Heat sinks work the same way if you invent an AC later)
People should also get the direct heat from fire (bullet 2), of course, no matter if they are indoors or outdoors.

Thanks for reading!

#32 Re: Main Forum » Special Events » 2018-11-29 09:34:13

Ellesanna wrote:

Events are cool in theory. Remember how everyone had a mental break-down during the apocalypse? Yeah, thats how it would be with literally anything else. People whining and complaining about how the game has been ruined for them and how unfair everything is blah blahblah. Regardless, I would still be up for events and trying them out some if they were to come to pass as suggested.

We have been running events regularly on weekends for months on the mobile servers. It creates some variation that players seem to like. The thing with events is that they are temporary. When there are complaints, they center on the event experience and don't seem to have affected people's appreciation for the normal game. In fact, it seems to lower churn and make people hungry for the main game again.

It can be quite a lot of work to set up an event though and I don't think that Jason has the time for doing that on top of everything else. You should turn to mod servers instead for this kick. There are several people on the forum who experiment with mods, so why not band together a few people and make some events? Our events are essentially mod servers which run for one weekend only.

#33 Re: Main Forum » Pain of the Iron Run » 2018-11-19 15:09:14

Lily wrote:

I say this in pretty much all these iron threads, hoping Jason will say it. The formula for determining an area of a circle is pi times R squared. He figured there was 3000 iron within a 5 minute walk, and thought that it sounded like too much. However, a 5 minute walk is a massive area. Even covering the radius of a 1 minute walk in every direction, would take longer than an entire person's life span.

Yes, as the move speed is three tiles per second, one minute's radius equals 180 tiles radius, which means a surface area of 100,000 tiles. Running through all of them would take about 10 hours. Let's say you actually only need to run through 1/10 to get a look at all tiles (probably too optimistic), then it's a 60 minutes non-stop, no-eating run to cover a circle with 1-minute radius. A 5-minute radius circle would take 25 hours.

There are no absolutes here, maybe this is "the correct" difficulty. My personal hunch is that surface iron was reasonably sparse before (and is too sparse now), whereas the vein iron needed a nerf of some sort.

I like the ideas of making it cost more work to get each piece of iron out, essentially creating a "miner job" for some players. Surface iron was often much richer in iron than mined ore is, so adding some more steps for making iron ore into iron makes sense to me.

#34 Re: Main Forum » Steam: I've decided to do it » 2018-09-25 11:48:50

I think this makes sense as a next step, and I am curious to see what changes this new chapter will bring. There is an untapped market in the steam ecosystem and the players who only purchase steam games should also get to play this game smile

Just be careful of the Steam refund functionality. If you send permanent keys to a buyer on purchase and they then demand a refund from Steam, there needs to be a way for you to know and revoke the key.

Good Luck!

#35 Main Forum » Awesome Fan Item » 2018-09-19 09:19:28

Christoffer
Replies: 13

DncTUu6UwAA-XtN.jpg
I want one... so badly... smile

#36 Re: News » Update: Dogs and Donkeys » 2018-09-18 21:51:08

Sovietico21 wrote:
Christoffer wrote:
Sovietico21 wrote:

Then the pvp mechanic should have never been introduce in the first place...
Take this option away from the game, and give the money back to those who you lure into this game because of it.

I get the impression that you might have misunderstood the purpose of the weapons in the game. From what I have read of Jason’s posts, the primary reason for their PK ability is so you can get rid of griefers (people who play counter to the game’s intentions).

In addition to this, I have read about weapons being used for large armed conflict and even for gladiator challenges, both of which gave the participants lots of mutual enjoyment. (On the mobile version, we are even planning to host a gladiator challenge event in the future, and I’m sure that many people will enjoy it)

And then there’s the (mis)use of the weapons themselves for griefing, which like trolling gives one person enjoyment through causing irritation for others.
There are more people than you who enjoy playing with the weapons. Find such people and challenge each other. Don’t use them on people who don’t appreciate it. Where’s the fun in that, if you really think about it?

My two cents

Well, i think im playing other game, i have never seen such a thing as duels or gladiators or that stuff in game, and for the first postulate i do not think at all that it was desing for that purpose, to take care of griefers by giving everyone the ability to kill is not a solution worth of a game designer. I think the knife was given for a social mechanic meaning, wich a minority but a very vocal amount of players are against because it doesn't give enjoyment to them.

The thing is that this patch it was thrown upon to please this people, but without any deep though about the meaning of it.
Jason sadly is watering down the game, making it to fulfill the desire of some players.
For me this patch is a deal braker, because it just change the spirit of the game i bought and i ill insist in getting a refund.
Its not a free virtual world anymore, you need to play as some people want you to play, or else get banned...

Well, that was my impression of the intent, but it might be a partial truth or even none.

Your minority/majority theory seems mathematically implausible to me, seeing as eight people have to use up their curses before one single person gets even a single hour in donkeytown. If a majority saw things like you do, this would very rarely happen and you would not need worry about it. QED.

You obviously feel strongly about this, and that’s ok. Just consider the possibility that a lot of other players feel strongly opposed to being griefed. This is a society simulation of sorts, so why is it strange that the in-game society can punish what it perceives as crimes? That I don’t understand?

Anyway, I hope you will find something to enjoy without getting others to curse you. Peace out.

#37 Re: News » Update: Dogs and Donkeys » 2018-09-18 20:59:38

Sovietico21 wrote:
Christoffer wrote:
Kinrany wrote:

It forces you to play alone in a game that is fundamentally about collaboration.

It could be argued that the cursing system is a way for the players who do want to collaborate to shield themselves from the players who are sabotaging instead of collaborating, don’t you think?

Then the pvp mechanic should have never been introduce in the first place...
Take this option away from the game, and give the money back to those who you lure into this game because of it.

I get the impression that you might have misunderstood the purpose of the weapons in the game. From what I have read of Jason’s posts, the primary reason for their PK ability is so you can get rid of griefers (people who play counter to the game’s intentions).

In addition to this, I have read about weapons being used for large armed conflict and even for gladiator challenges, both of which gave the participants lots of mutual enjoyment. (On the mobile version, we are even planning to host a gladiator challenge event in the future, and I’m sure that many people will enjoy it)

And then there’s the (mis)use of the weapons themselves for griefing, which like trolling gives one person enjoyment through causing irritation for others.
There are more people than you who enjoy playing with the weapons. Find such people and challenge each other. Don’t use them on people who don’t appreciate it. Where’s the fun in that, if you really think about it?

My two cents

#38 Re: News » Update: Dogs and Donkeys » 2018-09-18 19:19:19

Kinrany wrote:

it's not a ban, you still can play.

It forces you to play alone in a game that is fundamentally about collaboration.

It could be argued that the cursing system is a way for the players who do want to collaborate to shield themselves from the players who are sabotaging instead of collaborating, don’t you think?

#39 Main Forum » Apocalyptic Event this weekend » 2018-09-14 10:28:03

Christoffer
Replies: 2

This is mostly an invite to those of you who have been trying the mobile version of the game.
(Special shout-out to Jason!)

We are launching a special event this weekend, where the goal is to trigger the Apocalypse. It will be hard though, because we have hidden the Monoliths behind a lot of obstacles and it will be a real struggle to get there. We're talking cutting trees, tearing down walls, navigating mazes, getting eaten by wolves... that kind of thing.

Plus, you have to cooperate within a team and trigger the Apocalypse before any of the other teams do.

Sound like fun?

https://forum.onehouronelife.app/t/week … -east/1898

#40 Re: Main Forum » Trouble with writing implementation » 2018-08-22 18:48:08

Jason, good to hear that you have found a solution that you are satisfied with. I'll answer your questions anyway, just for the sake of having an interesting discussion:

My idea is that you don't add meta data to a pre-existing object ID, but rather create new object IDs which carry a meta data connection from a known range (in the example 1,000,000 and above). So if a player writes "Hello World!" on a paper, and there are already 13 texts recorded into meta data object #0-12, then meta data #13 will now contain "Hello World!" and the paper with the writing will get the previously unused object ID 1,000,013. Wherever this object ID goes, the connection to meta data #13 will remain.
The base object type info (used for drawing and transition logic), can be carried in the meta-data.

The issue with bloating the ASCII messages can be solved with Base64 encoding/decoding of the object IDs. This very simple method allows storing of large numbers in a few ASCII characters. Four bytes are enough to cover the range 0-16,000,000 and one byte is enough for 0-63.

If you create new object IDs by adding to the upper 14 bits instead, I imagine you might still want to use Base64 to keep the ASCII size of the object IDs down?

#41 Re: Main Forum » Trouble with writing implementation » 2018-08-21 00:25:02

I think there's a flaw in the logic: You don't need 15bits of meta data for each object ID, you merely need N object IDs that are associated with N meta-data IDs, where N could be very large.

Have your regular objects occupy IDs 0-99,999, your auto-generated ones occupy 100,000-999,999 and start objects with meta-data at ID #1,000,000. To find the corresponding meta-data container, deduct 1,000,000 from the object ID.

The current way of starting auto-generated object IDs directly after the highest "base" object ID, is actually a potential bug source every time the data version changes. Keeping a lot of room between the types and not having to move the boundaries ever again, seems like a good idea to me.

I don't think there's a reason to inscribe carrots or piles of soil, etc. This is primarily a graphical game and not a text driven one, so text should probably be reserved for dedicated objects, such as parchments, books and rune stones (maybe grave stones?).

When you implement text, I hope you will consider using unicode, so different languages and symbols could be supported.

Cheers!

#42 Re: Main Forum » OHOL for Android and iOS has released today » 2018-08-16 13:34:12

carbon wrote:

Wow congrats! I’m gonna try it out this weekend.

See you in the game then!

#44 Re: Main Forum » OHOL for Android and iOS has released today » 2018-08-16 13:10:16

Anshin wrote:

Will this be kept up to date with the main PC/Mac game?

Yes, but trailing with a week or two. Some features may be a bit different in the adaptation as well, as the platforms are quite different.

#46 Main Forum » OHOL for Android and iOS has released today » 2018-08-16 11:24:38

Christoffer
Replies: 11

Here are the store links:

https://itunes.apple.com/app/one-hour-o … 1386813914

https://play.google.com/store/apps/deta … .evolution

You know you want to... big_smile

Edit: forgot to mention that the mobile version supports eight additional languages and servers on multiple continents.

#47 Re: News » Update: Even newer, even-lower-latency database engine is live » 2018-08-04 09:02:31

Sounds like you worked out a very good custom made solution to the problem, which everyone will benefit from. Great job!

#48 Re: Main Forum » Very close on the new, new database engine. » 2018-08-04 01:04:08

Sounds like plenty of data...

I was wondering, if the new implementation relies on work memory to find the right records on disk, do you see any risk for data loss if the server process crashes? Or is the data on the disk enough to rebuild the RAM part of the database?

#49 Re: Main Forum » Very close on the new, new database engine. » 2018-08-03 08:59:12

Sounds very promising!

What is the number of records on server 1, btw?

#50 Re: Main Forum » What is the business model of this game? » 2018-07-31 21:32:57

Anshin wrote:

Don't you worry about him, he's making plenty. He said he'd put two years into this game, which is fair and long enough.

... on top of the three years he put in before its release, one might add. So it’s really five in total.

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