a multiplayer game of parenting and civilization building
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This week I developed an extension of the category system which allows crafting transitions to have more than one possible outcome. This is obviously needed for things like fishing, which is included in a minor way in this update. The old "do this and get that, guaranteed" just doesn't feel right when dipping a hook in the water. You'd be hauling 'em out one after another.
All transitions in this game are A + B = C + D. In the past, A and B could be categories, which might mean that an axe can chop anything in the "kindling source" category into kindling.
The new probability system now allows C and D to be categories as well, but a new kind of category with weights for each member. Whenever the transition is invoked, one of the members is picked at random, according to the weights. The weights can be any probability distribution. Some outcomes can then be very rare, when that's appropriate (like catching a special fish, or finding a diamond in a mine).
But I didn't stop at fishing. To fully put this new system through its paces, it made sense to explore the human activity that led to the development of probability theory in the first place: games of chance. Also known as gambling. Thus, I didn't just stick in a probability set with a few outcomes, like fishing. I included one set with 21 outcomes (for a pair of rolled dice), and another with 52 outcomes (for a deck of cards). Good thing I did this, because including categories this big unearthed a serious, long-term crash lurking in the category system.
And come to think of it, fishing and gambling really do go hand in hand.
The tutorial was also updated with some improved wording and a "hint hallway" for people who are really stuck (age-gated at 35, so you have to have been trying for 20 minutes before you get any hints).
Those of you who saw moving ice holes related to penguins, that bug has finally been found and fixed. And a new protocol is in place (PING/PONG) to help the client detect true cases of the bouncing-forever bug, as opposed to just genuine network outages. This should result in far fewer false reports. And one new cause of bouncing-forever, this time caused by the new reconnect system, has been fixed.
And stacks, and partially-used objects, no longer revert to their full state on server restart. Their true states are correctly remembered. This also means no more weird universal locks after server restart.
All that said, I still have quite a long list of mini-bugs on GitHub to fix this week before the Steam release on Thursday. That will be my focus, and there will be no new content this week (it would be weird to ship a content update on the very day that the game goes live---the new players will need a week to settle in). I hope to push out the final bug fixes (including content fixes) on Tuesday, to allow time for some last-minute fixes on Wednesday as well.
The plan is to put out a nice-sized content update the following week, and then continue with weekly content updates thereafter.
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I'm off to a birthday party with my kids.
I will come back and type the text for this update soon.
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OK
The OG Daddy Diesel
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This is cool and all, but can we please get some practical rather than cosmetic content?
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Fish aren't practical?
This paves the way for a randomization engine which can be used for all sorts of things in the future.
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Fish are practical and gambling is very fun and ads some vice to the big cities. I like it.
I love all of my children. You are wanted and loved.
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Jason, did you say diamonds?
I love all of my children. You are wanted and loved.
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how do you play the cards? Like in real life?
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This is a brilliant update and absolutely practical. The bugfixes alone will help us immensely.
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yeah this is a good update thanks Jason
and I'm glad to see that my replay helped you fix the penguin ice hole glitch
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Looks very promising for new kinds of games and more roleplay. But Jason I want to say that maybe before start to add new stuff you should first fully explore things we already have that have a lot of potential but don’t have much use now. Well that’s my opinion
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I like it, since there are a lot of people always running around like a chicken with it's head cut off. Always thinking you have to be as efficient as possible or everyone will die. People are like that in real life some times too, so focused on work that they let life slip by them. Slowing down a little bit, a playing a hand of cards or rolling some dice is probably a good thing.
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Thanks for the update! A casino was made in the town I was born and I was told to look after it and only allow 18+ people, so I did the obvious and used my babies as bouncers! Can't wait for the next update, as always.
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Looks very promising for new kinds of games and more roleplay. But Jason I want to say that maybe before start to add new stuff you should first fully explore things we already have that have a lot of potential but don’t have much use now. Well that’s my opinion
I agree but this update does that. Worms did nothing for a while and now you can use them to fish. We still hav dogs and pigs to be reworkekd but fishing is a good thing.
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Yooooo now I can play poker. Best update
If you're bored, check out this site poliwager.net. It's kinda like a online pokemon ranch simulator. The creator of Siivagunner is the owner of the site!
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Yooooo now I can play poker. Best update
One of the original veterans.
Go-to person for anything roleplay related.
4 years in the community.
Unbanned from the discord.
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The percentile addition on the tech tree is awesome. Great stuff.
However it implies there is no probability that compensates for memory however I am sure there is plenty of it in-game.
#1 Ranked baby player in the competitive OHOL community. Colour yourself impressed.
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Also ranked #221354986 every other life state player in competitive OHOL. I'm nothing if not consistent.
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