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a multiplayer game of parenting and civilization building

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#76 Re: Main Forum » Temporary Sound Patch » 2021-05-26 16:44:30

I'm home with my build machines this weeks, so I'll try to push this out when I get a chance.

#77 Re: Main Forum » Is Jason tired of OHOL? » 2021-05-26 16:43:26

How much remodeling have you done, Dodge?

Also, it was a new floor in the entire house.  There were other moving parts, like a kitchen ventilation system, that had to be interleaved in the right order (like, before the kitchen tiles).  And this required coordination of various contractors, a few of whom ended up finishing their jobs several months behind schedule, and thus slowing down everyone else.

The wood floor itself took about 4 weeks to install.

The tile floor itself took about 2 weeks to install.

But the wood floor guy was booked for about two months out, and didn't start until the end of February.

#78 Re: Main Forum » Another fix for Eve spawns is incoming. » 2021-05-26 16:38:14

You guys realize there was a simple bug in the code that was periodically pushing Eve to the East by accident.

I've been working on fixing that bug.

From the latest logging (as of today, after letting the new code run for a while), it looks like the problem is fixed, but I will continue to keep an eye on it.

If someone can make a new graph like this:

https://onehouronelife.com/forums/viewt … 62#p106162

That would be helpful!

#79 Main Forum » Another fix for Eve spawns is incoming. » 2021-05-25 03:15:12

jasonrohrer
Replies: 46

I implemented eve spawn logging a few weeks ago.

Inspecting those logs, I notice a problem.

We are looking for a cluster of primary homelands, and sticking Eve to the West of that cluster.

But sometimes there are no primary homelands.

Those are defined as new wells dug on natural spring spots....

But apparently, a lot of fams settle old villages, and don't ever dig a new well that can unlock iron, so they don't have a primary homeland.

New code looks for the first (oldest) homeland for each family, and takes those as a cluster, and puts Eve to the west of those, whether or not those are primary homelands or not.

#80 Re: Main Forum » Is Jason tired of OHOL? » 2021-05-25 03:10:32

I still haven't moved yet!

I'm finally back in CA now, packing, as of yesterday.

Remodeling takes a long time....  way longer than it should.

And we didn't do THAT much remodeling, by the way... just new wood floors and new tiles/appliances in the kitchen..... but that stuff took 4.5 months.

We're still not totally done (no counters or sink in the kitchen yet), but we're moving in.

I pick up the moving truck on May 29.

#81 Main Forum » Found the issue with Eve placement » 2021-05-03 15:00:49

jasonrohrer
Replies: 29

I added some logging last week to the Eve placement, to see what's going on.

The idea is that we take the current homelands a a cluster, discard any outliers that are too far away from the others, and then take the average of the remaining homeland locations, and push Eve slightly to the West of that.

The results of that logging are telling:

Placing Eve for 76561199047381795@steamgames.com at time 1619989769:
    Primary homeland list:  
    Found 0 primary homelands with average x position 0
    After discarding outliers, have 0 primary homelands with average x position 0
Placing Eve for 76561199047381795@steamgames.com at time 1619997039:
    Primary homeland list:  (-16520,-720)  
    Found 1 primary homelands with average x position -16520
    After discarding outliers, have 1 primary homelands with average x position -16520
Placing Eve for 76561198356006943@steamgames.com at time 1619997680:
    Primary homeland list:  
    Found 0 primary homelands with average x position 0
    After discarding outliers, have 0 primary homelands with average x position 0
Placing Eve for 76561198170632706@steamgames.com at time 1620005673:
    Primary homeland list:  
    Found 0 primary homelands with average x position 0
    After discarding outliers, have 0 primary homelands with average x position 0
Placing Eve for pmedley@hotmail.com at time 1620022029:
    Primary homeland list:  
    Found 0 primary homelands with average x position 0
    After discarding outliers, have 0 primary homelands with average x position 0
Placing Eve for 76561197985281904@steamgames.com at time 1620028274:
    Primary homeland list:  
    Found 0 primary homelands with average x position 0
    After discarding outliers, have 0 primary homelands with average x position 0
Placing Eve for guus_samsom@hotmail.com at time 1620037879:
    Primary homeland list:  
    Found 0 primary homelands with average x position 0
    After discarding outliers, have 0 primary homelands with average x position 0
Placing Eve for 76561199112613201@steamgames.com at time 1620039897:
    Primary homeland list:  
    Found 0 primary homelands with average x position 0
    After discarding outliers, have 0 primary homelands with average x position 0
Placing Eve for 76561198934295435@steamgames.com at time 1620047013:
    Primary homeland list:  (-18960,560)  
    Found 1 primary homelands with average x position -18960
    After discarding outliers, have 1 primary homelands with average x position -18960
    Pushing Eve to west of homeland 0 at x=-18960
Placing Eve for 76561198134377901@steamgames.com at time 1620050940:
    Primary homeland list:  (-16440,440)  
    Found 1 primary homelands with average x position -16440
    After discarding outliers, have 1 primary homelands with average x position -16440
jcr13@localhost:~/checkout/OneLife/server$ date -d "@1620050940"
Mon May  3 14:09:00 UTC 2021
jcr13@localhost:~/checkout/OneLife/server$ date
Mon May  3 14:46:09 UTC 2021

So... 45 minutes ago, there was only one primary homeland?  What?  Is that accurate?

I just logged in as VOG, and I see several very established villages....


I think that if a homeland lapses, b/c no one from that family is born near it for an hour or whatever (like if the family dies out), and then the homeland is resettled latter, and the well is taken over by a new family, it isn't a "primary" homeland for the new family, because it doesn't unlock any new iron.

So most homelands, after a while, aren't primary anymore.

And thus one player, by walking far away in any direction and starting a primary homeland, can sway Eve placement so much.


Obviously, we don't want to consider all non-primary homelands when computing the cluster (b/c then one player could run around digging wells and swamp the average location of the cluster).

But I think we can consider just ONE homeland per family (the oldest one for each family), whether it's primary or not.  And that will fix this issue, and give us a real cluster of active family locations (and allow us to discard true outliers).


In other news, I'm still doing some remodel stuff at our house for one more week, but my family has headed back home to start packing.... so we're getting close!

#82 Main Forum » Server crashed last night, fix is going live now » 2021-02-07 23:26:57

jasonrohrer
Replies: 2

Last server crash was on November 1, 2020.

Server just crashed last night, after more than 3 months of stability.

I found the problem and fixed it today.  The fix is going live now, along with a server restart.  But no map wipe.

#83 Re: Main Forum » Another status update » 2021-02-07 23:25:08

It's also much easier to tweet while juggling 10 different real-world things than it is to---you know---code, which requires 100% focus.

But I did fix a server crash tonight.  On Sunday night.  On a Sunday where I spent all day working on house and moving stuff.  I did crawl in my kids' igloo outside for 5 minutes.  I did not go on a walk with them in the snow.

I'm not a good multi-tasker.  That's why I only work on one game at a time.

#84 Re: Main Forum » Another status update » 2021-02-07 23:20:56

Twisted wrote:

Don't forget to put a floor below the oven or you'll miss out on the indoor temperature bonus.

Good luck with the move!

That's really funny....

We're installing a commercial stove in the kitchen, and that beast will weigh over 1000 pounds.  Part of what we're considering is whether the floor in the kitchen will be strong enough to hold the weight, or whether we need to put down another layer of plywood first for strength.

Literally:  deciding whether to put a floor below our oven!

#85 Main Forum » Another status update » 2021-01-23 22:38:00

jasonrohrer
Replies: 27

We're in the process of moving from California to New Hampshire.

We bought a house in New Hampshire, and now we're spending a few months fixing it up before we move in.

Most of this involves planning stuff out, meeting with contractors, etc.  This past week, I pretty much spent all day, each day, doing that.

We're pretty close to having things planned out, and the contractors lined up.  Once that's all in motion, I'll have some down time, and I'll get back to fixing bugs.

Eventually, I'll spend several weeks actually moving, and after that, I'll be all set up with my drawing equipment again to work on more content for One Hour One Life.

#86 News » Update: More Fixes » 2020-12-19 19:20:09

jasonrohrer
Replies: 6

NoSeJaz.png

I'm working through the list of reported bugs.

When picking the fittest follower to inherit a leadership position, exiled followers are no longer considered.  Special biome/homeland boundaries no longer line up with ley lines for natural springs.  Multiple DING messages, occurring at the same time (or in quick succession) are now queued, giving you a chance to read each one in turn.  This means that if you inherit both leadership and ownership at the same time, you'll hear about both.  A victim's fleeing emote is correctly preserved when they step in and out of a bad biome.  The language specialist family is no longer accidentally fertile outside their homeland band, to the far north or far south.  A gap has been added between the desert and jungle bands, since having those bands abut each other creates an impassable barrier for folks who get sick in both.  And finally, the second phase of the tutorial has been re-designed somewhat to make it less confusing for new players.

Thanks to everyone who took the time to report these issues.  I can't fix them if I don't know about them.

Functionality issues can be reported here (like bugs or glitches in the client or server logic):

https://github.com/jasonrohrer/OneLife/issues

Content issues can be reported here (like if an object should be containable, but isn't):

https://github.com/jasonrohrer/OneLifeData7/issues

#87 Main Forum » Something to test as twins » 2020-12-07 19:45:04

jasonrohrer
Replies: 2

The twins SHOULD go to where the SECOND twin is born.

This is true for trips and quads too.  Wherever the last person is born, that's where the rest should follow.

So, with the new legacy chain code, if the last to join the group lived to old age and has descendants alive, they should all get born to one of those descendants.

Can someone test this can confirm that it's working?

Remember, it's triggered by the LAST member of your group to hit LOGIN from the FRIENDS screen.

Jason

#88 News » Update: Legacy Chain » 2020-12-04 18:55:16

jasonrohrer
Replies: 42

BrWFxJc.png

The idea that has been implemented this week has been a long time coming.

This game is supposed to be about a bunch of different things:  the deep mystery of a trans-generational civilization (who built all this, and why?), being a small part of something much bigger than yourself, the philosophical concept of the veil of ignorance (where you can't control or predict what situation you are born into), and trying to get as close as possible to what death might actually feel like (saying goodbye forever to the people that you have grown to love).

The initial design of the game tied all of these concepts together nicely.  You are born to a randomly-chosen mother somewhere in the world, the next step in a long lineage of other players going back into time immemorial.  You pick up where your ancestors left off, making contributions and improvements in the little time you have.  You have babies in the form of other players who are themselves randomly assigned to you as their mother.  And at the end of your hour-long life, you say goodbye to all of this in a very real way, because if you get born again, it will be to a different mother in a completely different situation.

On paper, it seems like an elegant design in terms of the way it embodies the underlying philosophical concepts, with each part of the structure reinforcing the other parts.  And it does work, for the most part, in practice.  It gives you the right feelings at the right times.

However, beyond giving you complex feelings and embodying interesting philosophical concepts, games are also meant to be played.  And for One Hour One Life to function, it must be played over and over, at least by a substantial portion of its playerbase.

For example, if each player only played the game once, and had a deep and meaningful experience in that one life, we might see the game as fulfilling its purpose, and those players might even feel like they got their $20 worth of art and entertainment.  However, given that the game is a multiplayer venture, it would completely fall apart, in very short order, if every paying customer played only once.

And the unfortunate fact is that the game structure, as initially designed, is NOT particularly compelling to play over and over, due to a lack of continuity from hour to hour or any sense of long-term progress.

The question:  After an hour spent playing a good and satisfying life, why would you immediately want to play again?  You'll be thrown into a completely different situation, unable to continue progressing in whatever project you were working on in the last life.  For a large segment of the playerbase, the answer is that they do not immediately feel like playing another life after finishing one.

The game would benefit from some sense of continuity across lives, but to achieve that, something has to give, philosophically.  I need to prioritize the philosophical goals, and commit to the primary goals, while letting the secondary goals slide a bit in the name of playability.

Saying goodbye to those you love is a nice aspect of this game, but it's not the most important aspect.  Still, I've been holding onto it, trying to keep it, even though being able to reborn back in the same family solves the continuity problem and many other problems with the game.  I think that it's time to let this aspect go a bit.

After all, even if you do get reborn in the same family again, the composition of that family will be different.  They will have moved on in time.  Some of them will have died.  And you will never be 100% clear about who's who.  Your family will be a mix of reincarnated friends and total strangers.  You will still be saying goodbye to some degree, every time you die.

So, this week's update allows you to get reborn to your own descendants, as long as some of them still survive.  This will allow you to continue working on whatever projects your family is working on, life after life.

Of course, there's a catch:  you have to live until old age in your last life to get reborn in this way.  Die young, and your personal connection to your family line will be broken, and you'll be born into a different family.

And it's not limited to the cases where you get reborn immediately after dying.  If your descendants are still alive tomorrow, you can be born to them tomorrow.  Thus, if you want to play this way, you will be highly motivated to set your offspring up in a good situation to ensure their long-term survival.

You can see how this change also helps to address something that I've been struggling with for a very long time:  how to get you to care about the survival of your kids.  Genetic score was a kind of artificial and rigid way to make you care.  Letting you get reborn to your descendants is a much more natural and organic way.

And one more detail, for those who are interested:  for females, descendants are daughters, granddaughters, and so on.  For men, descendants are nieces, grand nieces, and so on, and in some cases, much-younger sisters.  So it's really not about getting born into the same family again, but instead specifically about recurring in your own direct line.

#89 Re: Main Forum » Game crashing » 2020-12-04 18:06:08

Weird!

Please email me:  jasonrohrer AT fastmail DOT fm

#90 Re: Main Forum » Maps are dead content » 2020-12-04 18:05:32

Separate from finding other villages, what about finding established oil wells?

#91 Re: Main Forum » Idea - Seasonal Crops and Clothing » 2020-12-04 18:03:44

This is one of those things where I had to pick my battles, as a solo developer who actually wants to ship (and eventually finish) this game.

No oceans.

No seasons.

A lot of developers make the mistake of over-scoping their game, and they get bogged down implementing a long list of extraneous systems.

You might say, "Hey, there ARE a bunch of extraneous systems in this game," but they were all motivated by some particular design problem that we faced on the ground, as the game was being played by actual players.  And I have been (and will continue to) remove those systems when it becomes clear that they don't work or are no longer necessary.  For example, you can see what happened with tool slots.

Seasons is an example of something that would require a ton of extra work to do right....  snowy versions of a bunch of different art assets, for example.  Yeah, I could "phone it in," but I wouldn't want to do that.

#92 Re: Main Forum » Coming soon: get reborn to your descendants after living to old age » 2020-11-30 21:18:18

If you're cursed out of the area where your descendants are living, then you will be blocked from getting born there.



As far as the "just one more play" loop of living in different places in the next life, I suppose it appeals to some people and not others.

I personally find myself only playing a single hour, NOT finishing my life's project before I die, and then feeling kinda frustrated, and then NOT wanting to start a totally different life somewhere else and start a new project.  So for me, there's really no danger of playing OHOL all night by accident.

But if you want to play a different family next time, just die at 55 instead of 60.



And Dodge, as far as "just /die until you get back there," that only works if enough time has passed to clear up your lineage ban, right?

The next morning, obviously /die to round-robin into the same family would work.



One of my visions for the game was always that parents would REALLY feel like parents, and act like parents.  Keep the kids locked indoors until they're old enough to be safe on their own.  Load them down with clothing, food, and weapons before letting them go out on their own.  Give them careful instructions to maximize their survival.  And especially at the end of the parent's life, say goodbye with important advice.  "Keep the farm going, don't let any other family steal from our pie cellar, and take care of those great grandkids for me!"

If you're hoping that your descendants survive the night, until you can come back and rejoin them tomorrow morning, all of that stuff would make a lot more sense.  You'd REALLY want to set your descendants up for survival, if you were hoping that they were going to survive without out until you had a chance to return 8 hours later.


Fitness scores were a way of trying to "force" this to happen, but I always wanted a way for it to happen naturally.  Some players don't care about scores, and other players won't care about this, I guess....

#93 Main Forum » Coming soon: get reborn to your descendants after living to old age » 2020-11-30 02:18:56

jasonrohrer
Replies: 53

What?

--If you live to old age, you will be born as the baby of one of your descendants, if possible, in your next life.

--If you die younger than old age, you will be born in some other family in your next life (just like it currently works).

--This will occur with no time limit, so if you die of old age and come back tomorrow, and if some of your descendants have survived, you will still be born to them.

--If being born to your descendants is possible, you will NOT be considered to fill an Eve slot.

--For women, descendants are daughters, granddaughters, etc.

--For men, descendants are nieces and their descendants.



Why?

--To give you some sense of continuity across multiple lives, so you can keep working on pet projects long-term.

--To making playing another life "right now" fundamentally different from playing another life tomorrow.

--To make you really care about the survival of your offspring, beyond the "gimmick" of fitness scores.

--To make your own kids really more important than your sister's kids, again beyond the fitness score ramifications.

--To make stealing to keep your family alive make sense.

--To make hoarding and trading make more sense, beyond the "gimmick" of forced trading due to biome specialization.

--To make dying young feel very different than dying of old age.

--To give private property more utility.



Down-sides?

--"Saying goodbye" at the end of a life won't feel quite as real (though it still will be the end of one story and the start of the next).

--A little bit less variety between lives (though players can decide to get born somewhere else next life by dying a bit younger than 60, and there will be plenty of cases where you die young by accident, or have no offspring survive).

--The ability to continue projects, life-after-life, reduces the uniqueness of the game.... though there's plenty of chance to mess it up.  So there still will be a unique kind of drama that no other game has (when your last baby dies, and you just KNOW that you've lost your thread with this family forever).

#94 Main Forum » Another report from the road (again, again) » 2020-11-24 14:40:15

jasonrohrer
Replies: 14

We've finally settled on a town in New Hampshire:  Dover.

The community of liberty-loving people in the area is extremely vibrant.  Lots of other no-school kids for our kids to interact with.  Lots of community gatherings and activities.  I might need to brush up on cryptocurrency, but it definitely feels like "finding one's people."

And the SKIES.  My goodness, I had forgotten how beautiful tumultuous, partly-cloudy skies can be.  We have mostly solid blue skies in Davis, California.  But here, the sky looks different literally every day.  So many scenes where "heavenly" sun rays are piercing through and shining down in dazzling arrays, with such a wide dynamic range.  And the sunsets.  Even on a cloudy or rainy day, it seems to partly clear up by sunset, providing a textured multi-scape for the setting sun to color.  We were expecting it to be "gloomy" here, but so far, we've had at least some bright sunshine every single day.  It was pouring yesterday, until sunset, and this morning I have a bright sunrise shining through my window.

They also seem to enforce their laws against victim-producing crimes here (instead of catch-and-release), and they aren't taxing and regulating their economy into the ground (almost every business has a "we're hiring" sign in the window, and teenagers can actually find jobs here, unlike Davis, where literally no teenagers worked, because every business was barely afloat with a skeleton crew of employees).  And they're actually sheltering the homeless here, and then forcing the ones who don't want shelter to pack up an leave public spaces (I don't know what the best solution is, but long-term camping on the public sidewalks is probably not it).

Oh, and the fact that you can get twice the house for half the price is a major bonus.  The median house price in Davis has risen to $725,000, in the midst of urban flight from the nearby San Francisco.

Of course, there's urban flight on the East Coast too, and guess what?  The word about those New Hampshire skies has gotten out.  When a house comes on the market here, it sells in a day or two.

So now we're just waiting for the next one to come on the market, so that we can jump on it.

We had a few busy weeks where we were visiting towns non-stop, but it feels like we're settling in a bit now.  I don't have my scanner or art supplies with me, but I will be tackling outstanding bugs in an update soon.


Thank you for your patience during this transition.

#95 Re: Main Forum » Happy Birthday Jason! » 2020-11-24 14:17:12

Hey, thanks everyone!

It was a weird birthday, away from home...

#96 Main Forum » Fixing a crash (servers updating) » 2020-11-01 23:06:30

jasonrohrer
Replies: 3

The server crashed twice in the past few days.  I located the problem in the code, and fixed it.  Servers are updating to install the fix.

#97 News » Update: Homeland Biome Bands » 2020-10-29 19:34:49

jasonrohrer
Replies: 28

1AVc2n9.png

I'm still on the road this week, evaluating potential places to move to as part of the Great California Exodus, but I managed to implement some substantial changes.

Homelands determine where you and your other family members can have babies, and they exist to ensure that people remain at least somewhat geographically separate.  Separate towns are more interesting than one big town for a variety of reasons (trade, transportation, etc.)  Historically, your family homeland was determined by wherever your family settled down and built a functional well.

Specialty biomes determine what your family is good at, and what they have to offer other families.  Your family has a corner on the market in whatever biome you specialize in.  Historically, specialty biomes of all kinds were scattered at random across the whole map.

But specialty biomes and homelands were not tied together in any way.  In fact, it was possible for your family to settle, and make their homeland, in an area that was far away from your specialty biome.  Thus, it was possible that another family, when seeking you out for help with your specialty, might need to lead your back closer to their homeland to find an instance of your biome.  When this happens, it doesn't feel very much like trade.  Furthermore, if you settle near a specialty biome other than your own, that nearby area is effectively dead, unusable space for you and your village.  You can't build there, at least not without the help of distant specialists.

So why don't people generally live in and around their specialty biome?  That would make more sense, and solve both of these problems.

In this update, your family's homeland is no longer defined by where you build a well, but instead connected to a new horizontal band on the map that contains your specialty biome.  In fact, that specialty biome only occurs in your band, and nowhere else on the map.  Other non-specialty biomes occur everywhere, exactly as they did before, but the snow biome occurs only in the north-most horizontal band, and the jungle and desert occur only in the two south-most bands.  In between these bands, there's a band with no specialty biomes at all (the centers of the gray rocky areas have nothing but more gray rocky areas), and this serves as the homeland band for the language specialists.  They make up for not having a resource specialty by having a bit more iron veins in their homeland.

If your're looking for snow, you can walk north.  If you're looking for jungle or desert, you can walk south.  Historically, looking for a particular specialty biome involved quite a lot of trial and error.  And now, when seeking out a biome expert, you will find plenty of the desired biome around them where you find that expert.  This also gives the map a more cohesive, regional feel.

Thanks to Twisted for proposing this change.

In addition, several bugs and issues with follower gates have been fixed, and property fences now decay more slowly.

#98 Main Forum » Update is done, anyone find any bugs in the code changes? » 2020-10-29 00:42:02

jasonrohrer
Replies: 4

Content changes are minimal:

https://github.com/jasonrohrer/OneLifeD … 0...master

Not sure why unreleased in OneTech isn't up-to-date, but most of the stuff shown there has already been released.


Code changes are here:

https://github.com/jasonrohrer/OneLife/ … 1...master


Please email me if you find anything amiss:  jasonrohrer AT fastmail DOT fm

#100 Re: Main Forum » Coming soon: Specialty Biome and Homland geographic banding » 2020-10-19 18:28:11

Interesting question about white folks.  I suppose we could experiment with making them homeland-free, so they really can roam anywhere and join villages.

Wells will still spawn on grids, and tap out iron mines, etc.  The rest of the mechanics won't change.

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