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Weekly Update #86



It's not glamorous. It's not exciting. But it needs to be done.

This week, I plowed through all reproducible code bugs, as reported here:

https://github.com/jasonrohrer/OneLife/issues

It's amazing how long it can take to fix even a simple-sounding bug. This project is huge and complicated (117,000 lines and counting), and figuring out what's going on when something's going wrong can be really difficult. This is not fun or interesting work, but I'm getting through it.

Next week, I'll be trying to make a dent in the stupendous pile of content-related bug reports:

https://github.com/jasonrohrer/OneLifeData7/issues

There are lots of these, but fortunately, content problems are usually a bit easier to find and fix.

Have a nice holiday time, everyone!

Weekly Update #85



This week, we have an experiment in voluntary hierarchical leadership.

Each player can optionally pick one other player as their direct leader, by saying I FOLLOW SALLY SMITH, to follow them by name, or I FOLLOW YOU when standing near them. You can switch leaders at any time, and you can go back to having no leader by saying I FOLLOW MYSELF.

Following someone has absolutely no direct impact on gameplay, and is simply a source of information. People who have the same leader are marked as allies, and they wear the same color badges on their clothing. Leaders can follow other leaders, resulting in a dynamic hierarchy. Higher-order leaders have more elaborate badges and tiles, including Lord, Baron, Count, Duke, King, and several levels of Emperor. Your badge color is determined by the leader at the top of your tree.

Everyone can also exile other players at will by saying I EXILE SALLY SMITH, to exile them by name, or I EXILE YOU. This allows you to keep track of players that are causing trouble, and you will see a black X mark on their chests. I REDEEM SALLY SMITH, or I REDEEM YOU, allows you to bring someone back from exile.

The people exiled by leaders are seen as exiled by all of their followers further down in the hierarchy. Thus, information about troublemakers can be shared easily and efficiently. When a high-order leader exiles someone, a large group of people will all know about this person's status. Leaders can also be exiled, and any remaining followers are marked as dubious. An exiled person can appeal over the head of the person who exiled them, and higher-ups can override and redeem the exiles made by leaders beneath them.

When you're born, you inherit your mother's leader. You can change leaders when you are old enough to speak the necessary command.

When a leader dies, their followers are passed up to the leader above them, if any, and their list of exiles is passed downward to each of their immediate followers. In other words, the tree does the right thing automatically, behind the scenes, to preserve valuable information.

The inner workings of this system are a little complex, but on the ground, as one cog in the machine, you just need to make a single, very simple decision: who to follow, if anyone? And if you find yourself in a leadership position, you can also make decisions about who to exile. The tree will take care of the rest.

This system was inspired by forum-user Kinrany's post here:

https://onehouronelife.com/forums/viewtopic.php?id=8644

More details and discussion about this system can be seen in this very lively thread here:

https://onehouronelife.com/forums/viewtopic.php?id=8695


In other news, the Bell directional arrow has been moved down from the top of the screen to a more visually pleasing location. Thanks to Twisted for pointing out that it was visually jarring up there.



UPDATE:

I just added an order system, where order messages get passed down through the leadership tree to followers. To issue an order, say something like ORDER, EVERYONE COME TO THE TOWN CENTER

Please note the comma in there. No comma, no order.

Your immediate followers will pick up the message whenever they get within 10 tiles of you, and their followers will get them message when they are in close proximity, and so on, until everyone in your tree has the message. As an example, you might be away at an outpost and then return to town. When you return, you will be automatically told the leader's most recent standing order. When you get an order message, it's accompanied by an explanation of which leader issued that order.

Exiled people do not see the message themselves, but do pass the message on to their non-exiled followers.

Also, in the original post, I forgot to mention the new verbal kill trigger feature. If you're holding a weapon and say I WILL KILL SAM JONES, you will enter the murder-mouth state against Sam Jones (or I WILL KILL YOU for the nearest person). There are a bunch of variations on this wording that work, too. The point is to allow you to start kill-chasing someone who is hard to click (maybe they just raced by on a horse), or to allow you resume a kill chase after dropping your weapon to eat. As another nice side effect: this kill state trigger is visible to everyone around you, so new players can learn how to do it (where shift-right-click is harder to learn).

Weekly Update #84



New this week, for a belated Thanksgiving: a feasting table, where you can serve yourself a whole plate of food. This takes advantage of the recently-added food overflow system, and is the first food source that offers +40 in one gulp, giving you a huge buffer of time before your next meal.

I spent the rest of the week making a dent in the very long list of issues that have piled up.

You now have a separate directional arrow, at the top of the screen, when you hear a distant bell tower ring. No more needing to dig up your home marker to follow the bell. A bug in lingering home markers from the last life has also been fixed. Some glitchiness in biome sickness have been fixed, along with an exploit that allowed you to plant biome-specific things outside of their target biome.

Eves were being spread out too far, because tutorial players and donkeytown players were advancing the next Eve position by accident, so that's been fixed. This should bring everyone a bit closer together. I Fixed a few confusing cases of tool learning (like when you're too hungry to use the axe, but learn it anyway).

There was a huge inaccuracy in the way that average lifespans were being computed as part of fitness score calculations. That has been fixed, which should dramatically reduce fitness score inflation, and all fitness scores have been reset back to 0.

There are still loads of issues left to fix, and I'll be focusing on those next week. Thanks to all of the people who spent so much time reporting them. Keep them coming. If I don't know about them, I can't fix them.

Please report programming-related issues here:

https://github.com/jasonrohrer/OneLife/issues

and content-related issues here:

https://github.com/jasonrohrer/OneLifeData7/issues

For Your Consideration



Please consider nominating my game for the Steam Awards this year.

Thanks!

--Jason

Weekly Update #83



As a mini-update before I start my much-needed family vacation, I give you pumpkin pie and wine.

Have a great Thanksgiving, everyone!