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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!

Weekly Update #82



This week's update focuses on new ways to find each other, in light of the fact that you now need each other for long-term survival.

First, there's a new tool in place for sharing long-distance navigation, and for helping people find your village. Way stones were inspired by forum member SirCaio's suggestion. They act like permanent maps that anyone can use simply by touching them. If you're looking to interact with foreign explorers, you can make your village easier to find by planting way stones in a radius around it. Just like maps, way stones can have long titles, which means they also can function as informative sign posts. Way stones can also be used to duplicate maps, but they can also be used in village center to make sure that important destinations are known to future generations---no chance of the map getting lost if it's literally etched in stone.

And now, when you pick up a map or touch a way stone, your character speaks a distance estimate along with the title. No more wandering in a vague map direction and figuring out that it's actually too far away.

Next, rideable objects, like horses and cars, protect you from the effects of bad biomes. No more long, circuitous routes. If you're riding, you can plow right through.

Along with these exploration updates, there have also been huge improvements to wall-building.

First, pine walls now require a lot less resources, and pine floors are possible, making them viable for early-stage camps. Being indoors adds a huge reduction to your food consumption rate, so building a few primitive buildings might be worth considering as part of your bootstrapping.

Next, all walls now auto-orient, freeing you from the tedium of cycling through the various wall orientations when building. You can put walls down wherever, and your building will look nicely connected, guaranteed. Fences also auto-orient, even relative to walls.

Finally, springy doors now open automatically when you pass through, and they don't interfere with path-finding. Being indoors is no longer a navigation inconvenience.

Beyond those content changes, a bunch of bugs have been fixed, and an exploit in the fitness score system has been cleared up. Committing suicide when young no longer allows you to reap a score benefit from a long-lived mother. Your mother and grandmother still count toward your score, but only if you live longer than they do.

Even with this exploit removed, some rather high scores are possible, and such scores make the tool slot limitations irrelevant. I've updated the mapping formula to a sigmoid, as shown in the following graph:



No matter how high your genetic fitness score goes, you'll never have more than 19 tool slots.

The recent Steam sale brought in a lot of new players. I'm deeply grateful to the existing players for helping all of these new people to learn the ropes.

There will be one more content update on Monday, and then I'm on vacation for Thanksgiving.

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Weekly Update #81



The specialty biomes, which spawn sporadically in the center of the topographic map rings, include the jungle, arctic, and desert. In this update, each of these biomes is assigned to one specialist family skin tone---they are the only people who are comfortable working there. The other families must depend on this specialist family for help in getting necessary resources from this otherwise inhospitable area. Fortunately, the resources found in these special biomes aren't needed until the later stages of a developing civilization. Thus, families can live and work in isolation for a while before they are eventually forced to find each other and cooperate through trade.

While there are only three specialty biomes, there are currently four family skin tones. The fourth skin tone has no biome specialty, but gains the polylingual ability to communicate with all the other families, so they can help with the coordination and trading efforts.

The general idea here is that as your village climbs the tech tree, you should face new and more complex challenges, including challenges that involve social interactions like negotiation and diplomacy. Transportation networks between towns will go from an entertaining diversion to a necessary component for group survival.

Specialists can also build roads and buildings in their biome to make it traversable and hospitable for other families, so trading posts and gathering areas are possible.

To go along with these changes, some new content has been added in these biomes, with a new biome-locking feature ensuring that you have to visit those biomes to interact with that content. For example, you have to visit the jungle in order to get a tattoo, and only a jungle specialist can perform the procedure for you.

The language learning system has been changed so that it always happens gradually over generations of cohabitation, at a fixed rate, and it can't be "forced" by spamming lots of training text to a baby. As long as a baby hears a single utterance in the foreign language, they learn 10% of the remaining unknown letter clusters. Even after many generations of living together, some interesting accents will linger.

A huge set of loading stability improvements have been implemented. What happens when the data files the client is expecting to find aren't present or are corrupted? It used to crash, now it doesn't.

The genetic fitness score has been overhauled to give you points based on how long you help your offspring survive beyond their own personal average. Thus, you don't get punished for having a novice baby who dies young, as long as you help them live a bit longer than they usually do. Genetic scores are much less impacted by luck in baby assignment now, but they are also unbounded in both the positive and negative direction (the scores used to naturally cap themselves between 0 and 60).