jasonrohrer / OneLife

a multiplayer survival game of parenting and civilization building
http://onehouronelife.com
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1.01k stars 281 forks source link

Not So Functional Buildings #1129

Open DougLefelhocz opened 4 hours ago

DougLefelhocz commented 4 hours ago

From a while back:

And in terms of my vision for the game, or why players would use buildings or clothing---this isn't Minecraft Creative Mode, folks. I'm not trying to make a game where you build stuff "just for fun" or "because it looks cool." I'm trying to make a game where you build stuff because you have to---because your survival depends on it, and because it's optimal. The walls in this game have always had R-values. There has always been a thermal propagation model (it was one of the first things that I coded on the server, four years ago). Walls were supposed to be functional. That's why you'd want to build them.

Buildings become dysfunctional in two ways:

  1. They end up too big. It sometimes ends up that the kitchen ends up too big for any sort of indoor bonus. Sometimes it is not and ends up 7x7. But, I suspect that many experienced players find working in a 7x7 a bit cramped. Maybe something bigger more like what gets planned here. Alright, a large building providing some sort of bonus might require engine rework, and isn't the sort of thing likely to get changed. But for any sort of similar future project like Another Hour Another Planet does it end up necessary that say a 10x10 or even 12x12 building not provide any benefit to players? A big building is decorative at best, useless, or at worst ugly.

  2. Any tile which is not of the right type prevents the heat bonus from applying. For example, it has long ended up common to see road tiles under kilns in smithies such as here on the rare occasion that a smithy might be small enough for some heat bonus somewhere. Now I suppose you might tell an advanced player like me to just either forget about it or suck it up, do some hungry work, take the kilns, put something that isn't road tile in the place, and then rebuild kilns. That does sound feasible.

However, do you see how the road tile is underneath the main fire? From the time on Bluehawk's links it seems it's been that way for 20 hours. And it doesn't seem at all uncommon that someone puts the main fire underneath a road tile. Fire on a wood floor tile makes no sense at all. I suspect to most new players, it doesn't just look useless, it's confusing since it feels jarring to have fire on wood without spreading. Wood on pine flooring... well I've heard from some people that they just hate the look of pine flooring and want to ignore it altogether. And in the above the two pine floors that had gotten placed in the nursery got replaced (and I've seen pine flooring that I've placed get replaced before... even when it's just a few tiles, not the majority). Maybe people don't get that the effect from insulation comes as so small that more variety and speed of construction by pine flooring could come as preferable, as it's not at all uncommon to see an almost entirely wood floored nursery attempted or even completed.

For someone who detests monochromatic floor design, and finds it inefficient also, perhaps you might tell me to just redesign floors in advanced towns. That sounds maybe alright, and maybe just ok even with tables down. But with the fire? Move the main fire out of the nursery by moving all the wood out, so that the road tile in the center can get replaced? If you think that's feasible, I challenge you to do it.

It also less possible diversity in design, and we already have a rather limited of floor types to begin with, and end up with so much monochromatic floor design. And again... fire on wood floor isn't just useless, it's ugly. It makes no sense and ends up jarring to contemplate. Why didn't the floor burn? New builders don't figure out to use stone... and the main fire on pine flooring also ends up rare (and why didn't the pine needle remnants burn also?).

If road tile worked like other tiles with respect to the indoor bonus, the fire on road tile would at least make sense. But for a building like the above and many others, why have the side walls at all for such a nursery? Buildings aren't suppose to be anti-functional and take up time without compensatory benefit.

DougLefelhocz commented 4 hours ago

Also, before you start with "but it's a stone road.. why would you put a stone road inside of a building?"... please realize that it's very common that players build a single "road" tile under a cistern. They do have an awareness that just because you call something by some name, that does not imply that it will behave like that something. Also, "stone road" in terms of how the game works, makes for a contradiction in terms when referring to a single tile. Roads in the real world have to involve some sort of possible or actual tile. But, no single "stone road" tile involves any sort of traveling, and thus only two connected stone road tiles function similarly to a road.

Given that anything follows from a contradiction, it follows that player's using a single, isolated, "stone road" as they have for cisterns, and underneath fires thus makes sense.