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a multiplayer game of parenting and civilization building

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#1 2019-07-25 19:42:08

Ruben
Member
Registered: 2019-06-06
Posts: 48

Idea: Specialization

Sometimes I find myself to do only one single thing repeatedly, because I know that my town could never get enough of it (I'm talking about iron, wood, rocks, berries in a bowl, dem STREETS).
I was wondering if there was some kind of way to reward this behaviour (even WHILE I'm alive, because becoming more efficient at doing something over and over again is also a real kind of motivation in life).

Specializing in something means that some of us can actually assign themselves a 'job title' of some sort, maybe even leading to guilds one day.
Also, the language update has taught me that it is indeed possible to 'let something grow over the span of multiple generations'.
Specializations could also be taught to (and inherited by) younglings (in whatever way).

Now, I'm not saying that it has to be built on top of the current system, the scarcity of resources is always something to be tinkered with.

I just wanted to share this idea. What do you think?

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#2 2019-07-25 20:32:34

AmberA
Member
Registered: 2019-07-02
Posts: 168

Re: Idea: Specialization

Oooo I especially like the idea of having specialty being inherited and learned based on your actions and the actions of your parents.

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#3 2019-07-25 20:37:25

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Idea: Specialization

If it works sort of like language I think it would be fine such as mother and children will pass on the skills their previous generations so if your branch of the tree were only bakers you'd be skilled in baking. On the flip side, if you start doing construction and have children you'll have talented bakers AND construction workers. Etc etc.

However if it's just everyone having to grind something up every single life I'm completely against it. I definitely feel once you master the game you shouldn't be in these weird situations where you have to ask someone "Hey, can you show me how to pick a leaf off a tree so I can make fire?" That is just completely silly in my eyes.


fug it’s Tarr.

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#4 2019-07-25 20:49:26

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: Idea: Specialization

its role-playing-game-mechanics to have character progression with levels/perks, ever since Dungeons and dragons has that as core motive, besides wealth accumulation.
levelup skillpoints have been mixed in many genres, and often did not work out too well.

works surprisingly well to add skillpoints to "sokonban", then you get the "immersive sim" genre and bioshocck/fallout. it mostly works within "shandified meandering narratives", that are broken up into smaller (non linear) partitions.
does not work too well to add skillpoints to "point and click adventure", then you get "quest for glory", whichh partially worked out, but mostly shows that its a bad combo of game mechanics, a more rigid/linear narrative clashes with a more dynamic perk system.

not the best match to ohol, as it may just break gameplay flow to set player-perks, but sure, it may just work.

and then, surprisingly "cave story" shows how it is done best:
it is better to NOT have player agents have perks and skills, but instead only have skillpoints/levels/perks asasigned to portable tools/weapons, while you (and the game narrative/mecnahic) are defined by what you carry. This seems to be hinspired by "metroidvania/zelda" game mechanics, where you are shown an impassable obstacle, and later given a tool to make it passable, which unlocks a new area with progressing narrative.

this was then copied by minecrafts enchantment system, and "subnautiica" pretty much perfected how a linear narrative is progressed by what tools you have that allow you to "dive deeper" into a static story over time (that was initially a lot more like minecraft) , and yeah, this sure is the way to go here.


it took us 50 years of rpg-gamedesign to realize, that tools/garments needs levelups, and NEVER player agents.
this makes sense for ohol, where "legendary tools" have a longer scope than a 1 hour player lifetime, and they generate a mythos and cultural identity like in "dwarf fortress"

Last edited by ollj (2019-07-25 21:05:01)

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#5 2019-07-26 05:42:31

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Idea: Specialization

yeah it would be funny tarr inheriting the berry munching gene xD


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#6 2019-07-26 22:09:01

sigmen4020
Member
Registered: 2019-01-05
Posts: 850

Re: Idea: Specialization

pein wrote:

yeah it would be funny tarr inheriting the berry munching gene xD

Eat 50 berries to unlock berry tending.


For the time being, I think we have enough content.

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#7 2019-07-26 22:25:54

arkajalka
Member
From: Eesti
Registered: 2018-03-23
Posts: 492

Re: Idea: Specialization

pein wrote:

yeah it would be funny tarr inheriting the berry munching gene xD

Higher susteinance from berries/Get yum bonus for each berry. Yum chain breaks if you eat anything else tha berry.


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#8 2019-07-26 22:54:53

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

Re: Idea: Specialization

What if you had the 7 deadly sins & 7 heavenly virtues as genetic traits that you could acquire and pass on?

I think this would fit the ethos of the game quite nicely.

The_Anabaptist

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