One Hour One Life Forums

a multiplayer game of parenting and civilization building

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#126 Re: Main Forum » We need account permabans » 2018-07-01 19:05:57

Playing on the official server requires a paid account. The temp login is the same as the regular login but doesn't save the details in the input fields.

#127 Re: Main Forum » Inappropriate texts and names » 2018-06-30 21:19:40

Edgelord McTrollface always gonna troll. I just roll my eyes and get on with my life.

#128 Re: Main Forum » Year system » 2018-06-30 19:42:44

Also, this game isn't set in historical times, it's set in the future.

#129 Re: Main Forum » Warfare Speculation » 2018-06-30 19:36:41

The player's temperature can only be between 0 and 1, so you could make the biome as hot as the sun and the players' temperature would still only be 1.

#130 Re: Main Forum » Is there a way to report spam topics? » 2018-06-30 19:34:39

sc0rp wrote:

It looks that all moderators are on vacation.  Maybe it's good idea to appoint few more.

We sleep sometimes. You have no idea how much spam I've cleaned up off here lately.

#131 Re: News » Update: Tutorial » 2018-06-30 01:15:08

"There's are". Literally unplayable now.

#132 Re: Main Forum » Warfare Speculation » 2018-06-29 20:18:32

You can't lower the temperature below 0, so I don't think it would kill instantly.

#133 Re: Main Forum » Warfare Speculation » 2018-06-29 08:08:22

Oh and I have a system for spawning people in certain areas/to certain other players based on membership, so you can continue to fight for the same team/nation etc. and not be born to the enemy in your next life.

I don't think all this is right for the base game, but it's fun to tinker with.

#134 Re: Main Forum » Warfare Speculation » 2018-06-29 08:06:11

Having an animal get stronger etc. could be achieved within the current game functionality with just objects and transitions, no code change required. Content isn't my strong point; I can't draw for crap. But I guess this would just be different versions of the same animals, so they'd all look the same.

Secondly, I'm working on combat stuff for 2HOL and should have a test/demo ready soon. The functionality is done, I'm just setting up the content. Functionality includes degrading armour and weapons, armour that blocks certain weapons only, combat sounds (not tied to transitions).

#136 Re: Main Forum » Give birth to the killer of your people » 2018-06-28 07:46:08

Another clusterfuck thread? Didn't we just have one of these?

#137 Re: Main Forum » Putting all my mods together so people can try them out » 2018-06-27 21:15:29

Yeah, I'm personally not in favour of it at all, but I made the mod because it was simple enough to do, so I figured people could try it out. It would take a large player base on a server at the same time all actively using it to get a decent feel for it though.

#138 Re: Main Forum » Putting all my mods together so people can try them out » 2018-06-26 23:48:27

For sure, but this is an experiment in trying out the ideas. At least this way we get rid of the "what if?" question. Thanks for checking it out!

#139 Re: Main Forum » Putting all my mods together so people can try them out » 2018-06-26 01:18:25

Oh, and water biome has been reduced from ocean size down to regular biome size, so more like lakes now.

#140 Re: Main Forum » Putting all my mods together so people can try them out » 2018-06-26 00:52:31

Turned off spawn knife (there are so many knives at spawn area) and turned on spawn rope, so that you can make rafts without running out of milkweed on the starting island.

#141 Main Forum » Putting all my mods together so people can try them out » 2018-06-26 00:39:28

Uncle Gus
Replies: 9

Download this and fire it up to join my server.

It's not a properly set up mod yet in terms of content but I have merged all of my code mods together so that people can try them out. Here's what is available for testing on this server:

Armour
You'll notice straight away that you spawn with a full set of fur clothes and a knife. This is so that you can test armour. Stab someone and the clothes will take the damage. Eventually they will break and then you can stab them in the soft bits.

Adam and Eve
You'll also notice that you might spawn as an adult male. In fact, Adam spawns before Eve. Eve will then have a baby, provided (an) Adam is still nearby. You will also notice that if you are born as a baby, you will have a father. Relationships are calculated accordingly, taking into account both mother and father.

Water
You should be able to find the ocean nearby, with some streams flowing into it. You can build a raft out of four straight shafts and a rope, but make sure you build it on the water. Oh, and don't take any notice of the fact that your legs disappear when you're riding on it.

Stun
Is there somebody being a nuisance? (I mean, apart from running around stabbing people). This one will be harder to test without some co-ordination. Pick up something heavy and hard, like a stone or a branch and right click on somebody with it. Nothing will happen. Then get a second person to do the same (within about 20 seconds). The victim will be incapacitated! Keep whacking them to stop them from moving, or wait 20 seconds and let them recover. They can still talk and plead for help while you keep them subdued.

Breastfeeding
This one will be a bit harder to notice as well, but if a woman is breastfeeding, she will not be able to have a baby for the next 30 seconds.

Birth control
Again, slightly difficult to notice without a few people playing, but if you say something like "NO BABY", then you will not be included in the algorithm for spawning a baby. In other words, if you are a woman, you will not have a baby. If you are a man, you will not be counted as a potential father when the server is checking for women who can have a baby. You can opt back in by saying "BABY YES".

I am particularly interested in what people think of the stun mechanic and its applications for grief prevention. Let me know what you think of these mechanics!

#142 Re: Main Forum » You guys want armour? Very well. I have made armour. » 2018-06-25 19:07:44

Kind of tongue

The idea is either that you cannot wear a backpack and a shield at the same time or that you combine the backpack and shield into one item then wear it. I prefer the former;who wears a backpack into battle?

#143 Re: Main Forum » You guys want armour? Very well. I have made armour. » 2018-06-25 05:28:22

Added a scalar variable so that armour can be made to be relatively more likely to be hit. e.g. shield.

#144 Main Forum » You guys want armour? Very well. I have made armour. » 2018-06-25 04:15:38

Uncle Gus
Replies: 4

A number of people wanted armour in the game, and combat in general. After having a good natter with Blue Rock, we came up with a system that should work, and it does.

Using this new system, transitions can be created between weapons and clothing objects to define that clothing as being able to block that weapon. This combines with the uses and the use chance mechanisms so that a piece of clothing can have say four uses, and a percentage chance to take damage when blocking an attack. Damage can appear on the object. It can eventually break and turn into something else or just disappear altogether.

Because it is by clothing object, and the hit body part is randomly determined, it is important to cover every body part with armour, and some body parts more so than others; you're not as likely to be hit in the leg as you are to be hit in the chest.

The backpack slot is being multi-purposed as the arms slot, so that we can have shields and weapons. (Not sure how two handed weapons will work).

Because the transitions are defined between the weapon and the armour, we can do things like have mail armour block swords but not arrows, and plate armour block swords and arrows but not bullets.

The code change is very simple and only affects a small section of one file, so should be very easy to implement and leaves all the configuration in the hands of the content creator. Given that Sammoh is working hard on a set of combat changes, I'm pretty sure I can convince him to include this change smile

#146 Re: Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-24 11:35:24

You are planning to release it for android, right?

#147 Re: Main Forum » Shackles » 2018-06-24 11:32:32

They would be used by griefers, unless they required more than one person to use them.

#148 Re: Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-24 07:58:29

Probably because they can sell it for four times the price.

#150 Re: Main Forum » Set sail! Fetch me that horizon » 2018-06-22 19:53:29

Thanks to all the people who tried it out! If you discovered how to build a raft you'll see why I didn't use that for the example gif smile Don't take current functionality and content as a finished product by any means.

I'll be including this mod in a proper content mod that I'll be working on soon.

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