a multiplayer game of parenting and civilization building
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jasonrohrer wrote:I'm not trying to make the most popular game in the world (Minecraft), I'm trying to make the greatest game in the world.
There isn't a difference.
You probably think the Michael Bay Transformers movies are among the highest form of art then, don't you? The average person is an idiot not a discerning critic.
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We accidentally auto walk in 1 tile of desert and our horse goes running into it with us having no way to grab it. We just have to wait and wait for it to go out of it.
Don't bother waiting. Your horse is never coming out.
Horses are biome-locked. :-)
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Wild ones yes, but are tamed ones too?
Baby dance!!
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DiscardedSlinky wrote:We accidentally auto walk in 1 tile of desert and our horse goes running into it with us having no way to grab it. We just have to wait and wait for it to go out of it.
Don't bother waiting. Your horse is never coming out.
Horses are biome-locked. :-)
Then we need bear taming. Bears are brave and will follow you out of silly desert. Bear comes with cart and only asks for first born as payment.
Bears taming and riding is clearly next weeks update to fix this.
Wild ones yes, but are tamed ones too?
Yes, tamed horses are biome locked. If you ever have a tile that's different from all the others in an area you can park them on it and it won't run.
Last edited by fug (2019-11-14 20:22:13)
Worlds oldest SID baby.
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Wild ones yes, but are tamed ones too?
Yes thats why you don't need a fence if you have a tiny piece of biome (without more of the same biome a horse jump's distance away)
Edit: added the quote
Last edited by Kaveh (2019-11-14 20:21:55)
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So what is game-fun?
Game-fun is precisely the process of learning and improving in a controlled, well-defined context. The more room there is for learning and improving, and the clearer the path forward for more learning and improvement, the more fun the game is. Some people call this the "flow" state, which is the fine line between boredom and frustration. The thing gets harder in a way that is precisely paced with your improvement. It's always slightly too hard, but only slightly. When you fail, it is 100% clear to you why you failed, and you know exactly what you need to do next time to do better. Each failure results in incremental skill acquisition.
So that's your opinion others might not share it. Personally, I've enjoyed the competitive aspects of games at times and that hasn't been about learning or improving. It's been about winning or doing better than some others. Or setting a record. I've also enjoyed certain aesthetics of games. I've also enjoyed helping others in game, and that hasn't been about my in-game improvement.
Also, your game involves parenting and teaching others things. That doesn't really fit with one's own learning and improving, since parenting and teaching involving not oneself's, but rather others.
Candy Land is not fun, and that's precisely because you can't get better at it.
A very bizarre thing to say. According to Wikipedia: "A perennial favorite, the game sells about one million copies per year." https://en.wikipedia.org/wiki/Candy_Land And seriously, your game would be lucky to have anywhere near the commercial success of CandyLand. The game is 70 years old and still getting published. Don't kid yourself, your game isn't even close to that.
Danish Clinch.
Longtime tutorial player.
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I wonder if it would be possible to mask the coordinates from the client? Like set the spawn point to 0,0 client-side and then the server secretly translates between the client coords (personal) and the server coords (global). It seems really broken to allow players to know exactly where they are in the world by looking at underlying client data.
The server already does this, and has been doing it for about 6 months.
All the "coordinate hacks" people are talking about are relative to their birth location, which does give them a leg up, but doesn't help them find some remote location that they haven't visited yet in this life. Unless they know the relative coordinates of their current town from previous lives.
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jcwilk wrote:I wonder if it would be possible to mask the coordinates from the client? Like set the spawn point to 0,0 client-side and then the server secretly translates between the client coords (personal) and the server coords (global). It seems really broken to allow players to know exactly where they are in the world by looking at underlying client data.
The server already does this, and has been doing it for about 6 months.
All the "coordinate hacks" people are talking about are relative to their birth location, which does give them a leg up, but doesn't help them find some remote location that they haven't visited yet in this life. Unless they know the relative coordinates of their current town from previous lives.
Nice, apologies for assuming.
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Dropsy will work so that you drop what you were holding OUTSIDE the bad biome, so it's easy to retrieve.
I don't think tame horses obey biome boundaries, but they do sit there for like 10 seconds before running away. So you drop your horse at the edge of the jungle, and simply step out to grab it again.
Like I said a bunch of times, my main concern with locked objects instead of regions is "why no working?" messaging. So, you can walk into the desert and grab a stone, but not grab alum? They look the same, and you look just as capable.... it feels broken.
However, if you get sick and drop stuff (just like all the other sicknesses and injuries already in the game), it's crystal clear. I know why I can't grab anything in the desert, because I get heat stroke in there. When I step out, I recover.
Stepping on a stray desert tile with your horse will be like stepping on a snake, except it won't kill your horse. Imagine the desert is just full to the brim with snakes, but only for you.
Also, I've realized that roads AND floors will block this effect. So you can be invited into a desert building to eat, trade, etc. However, desert folks must be the ones to build the roads and buildings before you get that benefit.
Finally, the implementation will be such that if your move doesn't end in the desert, there will be no effect. So if you make a "long" move that crosses a desert tile, the server won't notice. Note that holding down the mouse makes a bunch of short moves, usually.
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Spoonwood wrote:jasonrohrer wrote:I'm not trying to make the most popular game in the world (Minecraft), I'm trying to make the greatest game in the world.
There isn't a difference.
You probably think the Michael Bay Transformers movies are among the highest form of art then, don't you? The average person is an idiot not a discerning critic.
Calling the average person an idiot is elitist. You may think you're better than the average person, but that doesn't mean that you are.
Danish Clinch.
Longtime tutorial player.
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Then we need bear taming. Bears are brave and will follow you out of silly desert. Bear comes with cart and only asks for first born as payment.
Bears taming and riding is clearly next weeks update to fix this.
If I could put a saddle on a bear, my life would be complete.
Even without any changes, bears are already better pets than dogs. Make friends with a bear and he will guard your sheep from being over-sheared by dumb people. Gather companion bears to protect your farm and people will leave you alone to plant milkweed in peace.
Bears live forever, fear nothing, and hug everyone as hard as they can. What's not to love about bears?
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So if you build a road next to a sulfur spring you can reach with a bowl to grab some?
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Can you build roads in a specialist biome as a non-specialist?
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I don't think tame horses obey biome boundaries, but they do sit there for like 10 seconds before running away. So you drop your horse at the edge of the jungle, and simply step out to grab it again.
Is the time between moves supposed to be ten seconds? Because it is three seconds.
That is a pretty big difference.
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I don't think tame horses obey biome boundaries
I'm 99% sure they do cuz that's how I always use my horse and the only other explanation is me getting EXTREMELY lucky every time with the horse just choosing not to run out of the biome I parked it in
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Can you build roads in a specialist biome as a non-specialist?
Nope you need to be the correct color to build in the specialty biome but why would you be building in there anyways? You can't live in a desert/jungle/arctic and 99% of the time you can't live in the badlands next to them. I suppose the only thing you do build is the oil rig or maybe a fishing hut but even so that's only in the arctic so neither of the other two biomes require buildings what so ever.
Worlds oldest SID baby.
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Someday, One Hour One Life will be as good as Candy Land, and make parents across the land claw their own eyes out.
Path to greatness and massive financial success:
1. Remove all decisions from the game.
2. Add candy.
3. Add more candy.
If you put enough candy in your game, I hear that Michelin will break our of their restaurant rut and award your game three stars. If you see two people in business attire sit down to a meal in OHOL and leave a fork on the floor next to their table, let me know.
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jasonrohrer wrote:I don't think tame horses obey biome boundaries
I'm 99% sure they do cuz that's how I always use my horse and the only other explanation is me getting EXTREMELY lucky every time with the horse just choosing not to run out of the biome I parked it in
They 100% obey biome boundaries. No offense to Jason but his game mechanic knowledge can be a little spotty due to all the things in game. You can park loose horses tamed or not on single tiles to park them.
Worlds oldest SID baby.
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Oh, yeah, it's not natural vs domestic animals... it's their movement patterns. Chasing (bears, sheep) crosses biome boundaries. But random and fleeing obeys biome boundaries. Escaped horses are random, I think.
So yes, that means you will drop your horse OUTSIDE the jungle and it will stay outside the jungle. You just step back out and grab it. Much less painful than a snake bite.
A trans-map road builder who wants to build a road straight through a jungle can recruit some local specialists to help. This is pretty normal in real life....
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So yes, that means you will drop your horse OUTSIDE the jungle and it will stay outside the jungle. You just step back out and grab it. Much less painful than a snake bite.
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They 100% obey biome boundaries. No offense to Jason but his game mechanic knowledge can be a little spotty due to all the things in game. You can park loose horses tamed or not on single tiles to park them.
Don't worry. Now that he has been made aware of this horrible bug, I'm sure it will be "fixed" immediately.
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fug, I've been working on this game every day for 5 years, and it's HUGE. I don't remember every detail at every time. I'm also 42, so my memory isn't as good as it was when I was in my 20s. But I never worked on a project this big in my 20s, so who knows.
But just the client and server native code (not including the web server stuff, like family trees) is 4.6 million characters typed. If you stretch that code out at screen resolution in one long line, it's over 5 miles long. Can you imagine keeping every detail of 5 miles of text in your head? And that's not even counting content. Ignoring the graphics, the content includes 17 miles of text details.
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Exactly, Kaveh!
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How is not being able to hold things in a desert more realistic than not being able to pick up a certain type of rock?
Seriously please don't do this. What if our babies are born in the desert when we're passing through? They're stuck on the ground for 3 seconds then we both have to run to the edge to be able to feed them? This is such a terrible idea please
I'm Slinky and I hate it here.
I also /blush.
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fug, I've been working on this game every day for 5 years, and it's HUGE. I don't remember every detail at every time. I'm also 42, so my memory isn't as good as it was when I was in my 20s. But I never worked on a project this big in my 20s, so who knows.
But just the client and server native code (not including the web server stuff, like family trees) is 4.6 million characters typed. If you stretch that code out at screen resolution in one long line, it's over 5 miles long. Can you imagine keeping every detail of 5 miles of text in your head? And that's not even counting content. Ignoring the graphics, the content includes 17 miles of text details.
It took me a moment with respect to horses. But, fug and others are correct. I remember biome locking horses with carts back in the day. I'd be out on the road on server12, some kid would pop out, and then I'd try to find a spot to biome lock my horse with the cart so I could raise the child.
Danish Clinch.
Longtime tutorial player.
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