a multiplayer game of parenting and civilization building
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This jogged a memory of some posts I've seen
"A Bloom filter is a space-efficient probabilistic data structure, conceived by Burton Howard Bloom in 1970, that is used to test whether an element is a member of a set. False positive matches are possible, but false negatives are not – in other words, a query returns either "possibly in set" or "definitely not in set"."
I was on the github and couldnt find a download for the file?
Are you perhaps looking for the "Raw" option near the upper right?
Anyone done it or know how? Thanks in advance!
I've got a docker build I've been using for my client testing. (I also had a vagrant setup, but have not updated it in a bit, though that might be easier to manage if you just want a local server.) Have not done any documentation yet, but I can work on that if interested.
Bump, since unique names are more important now.
If you really want to start with the tutorial, you can edit settings/tutorialDone.ini and change 1 to 0
Yesterday I tracked down the bug where auto-run would not work on live servers - turns out it was stopping the run when any player reached destination. Might still be a little too easy to trigger accidentally, so I'll have to think about the interface for that.
Okay, lots of stuff here.
--Some intelligent culling of in-game recipe list so that a new player isn't blasted with 40 tips for the sharp stone. It should only show recipes that involve ingredients that you have seen once in the current life. It shouldn't tell you:
I completely agree that the lists can get pretty daunting, especially with variants like keys/locks. However, I have so far avoided out-of-game references and relied on the in-game transitions to figure out what is possible. (I also watch streams sometimes, so there is still a lot of leakage.) I might be several steps away from the other piece I need, but seeing the name gives me a hint. I used this to figure out smithing. I saw a transition with corn and lime-something, so now I know I have to go poke around with lime and try to find a way to get to that item (I died before getting very far, so a project for another life.)
One of those was me and my mom.
When I got old enough to pick things up, I grabbed a tortilla from a rock to look at the transitions. Then mom picked me up, forcing the tortilla to drop, even though it is not normally allowed on the ground and has no pickup transition.
Rebuild civilization one life a time, while raising children - your fellow players.
Perhaps the women who is "next in line" for a child would get an indicator. Wouldn't help much if there was rapid fire player spawns, but I suppose it could mark the next several in line based on current average birth rates.
Added some UI feedback yesterday. Put in the path, because I want a mode indicator, and hijacked the home arrow for an edge-of-screen indicator.
Following up on the click discomfort I posted about earlier, I tried out screen edge push. It uses the same constraints as the base game's variable center, but doesn't require shimmying back and forth to move your view over if you want to see what is going on over there while you wait on a nice temperate spot.
https://www.twitch.tv/videos/270036544?t=02h36m15s
Then I tried to work out a form of auto-run triggered by a click at the edge. I ended up stumbling into a simple implementation that triggers the mouse-hold behavior - once triggered it works as if the button was held, without having to actually stress your wrist out holding the button.
https://www.twitch.tv/videos/270036544?t=03h07m07s
Main issue is UI feedback. I experimented with using the the dotted-line effect to indicate auto-run, but it might also need something to indicate when you are in the screen-edge zone.
https://www.twitch.tv/videos/270036544?t=03h38m07s
In any case I still need to actually try playing with it, and then see if it is worth recompiling every time there is a new release. Code is just on my fork so far. https://github.com/JustinLove/OneLife/t … e-auto-run
I'm interested in what others think of this, and what kind of UI feedback other people would want.
I did like that worms became useful and there was a slow sustainable wait to farm. I thought it would be nice, if the engine supports it, to have the worms position act as a sort of progress bar, so new people could have a sense of how likely a row is to be ready soon.
Do tiles support a small chance to change state based on time? Giving berry buses a very small chance to die would make them require some soil, some maintenance, and nerf the permanent storage aspect a bit. The maintenance would also scale with farm size a bit.
Thematically, I liked the soil chemistry concept, as I understand crop rotation is a real thing. For this engine, I presume it would simply to ~3 states, using either element-rich or element-depleted depending on which better represents the actual chemistry. Each crop could be planted in certain soil types, and leave the soil in a different state, breaking up monocultures a bit. The element-specific fertilizer concept could also add some diversity to composting. Perhaps it is too much complexity for this big picture game.
Thanks for the holding tip. Holding the button might help if I can work out a toggle. Holding buttons can be stressful well, though it may be a bit better, Ill have to try.
The challenge with making my own changes is having to recompile regularly, but it could be an option.
My hand can get a bit sore while playing. Consequently, I may need to play less, and I wonder if others are having a similar experience.
I do want to say that I appreciate the purity and simplicity of the interface, although I do get the left/right clicks mixed up a lot. However at the point where it becomes physically uncomfortable, I think some additional affordances might be worth considering.
I most often notice it when running back and forth long distances, as I have to keep issuing new clicks to keep going. My best idea for this so far is to add a form of edge-scrolling. Moving the cursor near the edge of the screen could adjust the view range, instead of having to shimmy back and forth to try and force the screen to align a little differently. Clicking near the edge would start running in that direction, and the client would automatically issue a new move command as the player approached the previous point. I suspect this would be fewer commands sent to the server than a player issuing lots of clicks to avoid pauses. The dotted-line effect could be used to indicated that auto-run is in effect. (I say near the screen edge because I have two monitors and there may be no barrier in windowed mode, though I mostly play in fullscreen.)
Since the code is open source, I could probably make the changes, if there was a chance of having them accepted.
Since the client is detecting the BUG, could it just send the info directly? If the user has been waiting for 10 seconds already, the sending delay should not be much more. You can truncate the server storage to keep things from getting out hand, while having a pool or recent reports to look at.
give them an Adam?
Now that is an interesting idea. Several people have asked for a cooldown period to get established before having children. Often times I have to ask myself "Am I the baby or the Eve?" because it is not uncommon to immediately have a baby as Eve. Perhaps the first would-be-child becomes Adam? There would be an adult to keep foraging without having try and be back before the kids starved. Possible downside being Eve has no control of that first other player if she hasn't found a place with sufficient food yet.
Is it possible to get a raw data dump for a lineage? I found myself wanting something like the lineage server shortly before you made it, but I was thinking a full graph like something from graphviz; clicking through the different characters to figure out how far you descendants got is kind of awkward.
After naming a few kids, I started running out of ideas. And I rarely knew what to pick for a last name. So I made a tiny little web page that picks random names from the game's name lists to give you some ideas.