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a multiplayer game of parenting and civilization building

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#1 2018-12-17 21:30:04

Glassius
Member
Registered: 2018-04-22
Posts: 326

Necessity od day/night cycle or seasons

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What are the problems?
1. No parenthood. Efficient players are spending entire life working, but not teaching. This is a good strategy as everything can be learned outside the game: from forum, YouTube and onetech.info. Newbies, people wanted to experience the joy of learning from others ingame and roleplayers are not teached. Children are left on perfect temp spot, while their mother wanders around doing their business. The best is, if child is carried around to learn a start settlement. Solution: make staying together for chit-chat a meta, so efficient players won't consider this time as wasted. This would increase ingame communication, relation and possible make room for gambling smile
2. Useless buildings. Why bother, when fireplace, desert edge and city deserts are so much better to use?

Solution:
Dynamic temperature system, preferably day/night. Seasons would also need to apply dynamic biomes changes, like snow, gold leaves at autumn and so on. As great as it sounds, it seems as too big work for now. Maybe in future.

How it would look llike:
1. Lets make a day for all biomes warmer and night for all colder. This way, the need to eat during day would be decreased in most biomes, while they would make players looking for shelter during night. This may mean trans biome migration, but seems to complicated for meta.
2. Lets make diurnal temperature variation in every biome different as they vary in real life
tundra - no variation, freezing all the time
swamp, jungle - small variation, due to high moisture
grassland, praire - average variation. Almost perfect temperature daytime, much chiller nighttime. Perfect places for cities
desert, badlans - highest variation. Desert too hot daytime and freezing nightime. Badlands freezing night and perfect at day.
3. To indicate night, apply darker screen and less colors. Things may be visible, but dark and more monochromatic. Night can be little shorter than day, due to twilight effect. Make smooth transition.
4. Proposed timings: 3 minutes day, 30 seconds dusk, 2 minutes night, 30 seconds dawn. Full cycle in 6 minutes, people dying of old age may live for 10 days.
4. For realism aspect, this would also need a lightsources, possible with different effects. Lets make oven, hot coals, kiln and forge enlight area in red, while all fireplaces in yellow, preferable with different strength.
5. Apply real life temperature gap according to model picture below from this site about diurnal temperature variation:
t_diurnal4.free.gif

Last edited by Glassius (2018-12-17 21:34:02)

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#2 2018-12-17 22:12:10

Greep
Member
Registered: 2018-12-16
Posts: 289

Re: Necessity od day/night cycle or seasons

Eh, it's a massive change for a small problem.  I'm not sure it would fix it either.  You teach by showing, and you can't teach how to farm if you're huddled in a building at night.  Teaching only works if the game is easy, or if the player actually survives and does what you've shown.  The reason I don't teach anymore is the student either

A) Immediately starves after I leave him alone.
B) I teach him how to do a task we need doing and they don't do it even when they know it.

I do sometimes teach during girl death, it's sometimes more fun than the existential blood bath that usually follows xD

Last edited by Greep (2018-12-17 22:15:38)


Likes sword based eve names.  Claymore, blades, sword.  Never understimate the blades!

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#3 2018-12-17 23:09:09

Glassius
Member
Registered: 2018-04-22
Posts: 326

Re: Necessity od day/night cycle or seasons

I didn't want to talk about all consequences, as I wanted to keep first post clear. If daytime had warmer biome, it would be easier to stand still and stare at others work at day. During cold night in building there would be talking, like

- I wanna do smithery. Who want to learn?
- Me!
- You will need a lot of iron. I will catch some. Do anyone has a horse cart?
- There is only a riding horse. We need to make sheepsaddle at this moment. But there is no gooseberry
- Hi little baby, to you wanna keep gooseberry farmi a little, for a sheep to eat?
- FU

Staying together at cold night in building has purpose. Communication and preparation logisitcs for the day.

How do you want to teach by showing, when as shephard you have to run all around and farm wheat, compost, make buckets, ropes, steel blades for shears and so on. Efficient players are a microcosmos for they own. They do not cooperate and do not schedule work for others to keep others organized. Not only because they refuse to communicate, but because they have to do everything on their own, as nobody listens to their requests and they are not in the city middle when others requests tham for something.

In my last life I've received a job: collect iron. There was already a cart horse ready, but no stanchion kit for mine I eventually find like 8 biomes from home. Every bucket was constantly full of water. I was communicating to others to leave one of 3 to empty it, but I got ignored. So it ended with me sheparding for dung, making compost for milkweed farm, making rope and finally getting this stupid rope. This simple task took me a lifetime, but I finally made 4 stockpiles of iron and even converted half of them to wrought iron. The city ended with 4 crucibles before my old age death. How easier would this game be, if somebody new how important for me is to acquire this stupid bucket and to make milkweed farm...Which eventually showed up in greater numbers, after I had to start them on my own...

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#4 2018-12-17 23:14:19

Greep
Member
Registered: 2018-12-16
Posts: 289

Re: Necessity od day/night cycle or seasons

Well you actually can organize town meetings right now.  Admittedly, I've only tried it while wearing a crown which maybe had more weight, but just shouting "Town meeting at bakery" gets you a bit of a crowd.  The meetings weren't that productive, though, since everyone usually disagrees and the text limit makes drawn out disagreements just awful.


Likes sword based eve names.  Claymore, blades, sword.  Never understimate the blades!

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#5 2018-12-17 23:47:37

Glassius
Member
Registered: 2018-04-22
Posts: 326

Re: Necessity od day/night cycle or seasons

Yes, this is the thing. Do others have time to reason with you? Then why should they listen to you? Or anybody else?

I was thinking about much simpler solution: resting furniture, like armchairs, coaches, beds, hamocks and tents. Resting there should for example, increase temp. After resting for 30 seconds it would give you a 5 minutes bonus "rested", which would decrease every hunger pip by 2 seconds. It's just a proposition, of course.

Making them on desert would be pointless, because players do not need more heat there. Making them outside in other biomes also, cause they would raise temp not enough. But, if they would be placed in buildings in colder biomes, they would help to manage a perfect temp. So it would be not so strong towards parenting, leaving desert and making building usable, as day/night cycle, but still something. I will wait a little for feedback from community and maybe even jason about it. Somewhere deep inside I feel, furniture would be better because of much smaller complexity. But man, a torch giving light in dark...

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#6 2018-12-18 03:48:59

The_Anabaptist
Member
Registered: 2018-11-14
Posts: 364

Re: Necessity od day/night cycle or seasons

If every minute is supposed to represent a year, then adding a day/night cycle doesn't make sense.
You clearly put a lot of thought into it, for which I applaud you.  Keep brainstorming!

As a parent, I tell my kids to stay warm because hauling them around means that I do nothing and thus I'm dying and maybe the village is dying as well.
Kids that want to learn should be staying in town and starting the learning process once self sufficient.  Too many kids are roaming far before they have enough food pips.
Unless you are an Eve's kid, you probably shouldn't be out gathering resources unless its a very short jaunt (like egg or branch gathering).

Also, as a kid, ask before doing.  I wanted to throttle a kid last game who quick went and hoed a basket of dirt that I was going to use to revitalize three plots instead.
I bit my tongue because I knew they thought they were helping.  Fortunately they later asked about planting, which allowed me a couple teaching moments.

The_Anabaptist

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#7 2018-12-18 08:05:18

startafight
Member
Registered: 2018-04-15
Posts: 398

Re: Necessity od day/night cycle or seasons

perhaps instead of a day/night cycle we could have a weather system? like a cold season and a hot season that similarly impacts the weather but can be put into terms of years as the game intends. it would probably have to be a rare event to make sure the game isnt constantly shifting so maybe 5-10 years in a 100 year cycle could be extra cold or extra hot. it would be fun to have floods or droughts tbh it would add some variation into the game n give something to prepare for n wait out together as a community smile

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#8 2018-12-18 10:03:27

Vexenie
Member
Registered: 2018-10-07
Posts: 305

Re: Necessity od day/night cycle or seasons

I wrote this idea before you
Sooooo... I basically one upped you


I enjoy the simpler things in life, but only if I'm calm.

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