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#26 News » Update: Black Wall » 2021-06-10 13:28:19

Kaos
Replies: 0

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Still working my way through the remaining reported issues.  Only 123 left!

Highlights from this week:  an overhaul of the tool-slot system to make it less error-prone and consolidate some of the dead-end tool choices, less-griefable rails, removable roses on hats, and black painted walls.

The biggest change is the way that committing to learning a tool works.  While you're in the process of learning, you now get one free use of every available tool.  After using a tool once, you've almost learned it, but you haven't yet committed to spending a tool slot on it yet until you use it one more time.  This dramatically reduces the feeling of wasting a valuable tool slot on something that you learned by accident.

I'm also in the process of phasing out the "eating bonus" that was put in place during the first big Steam sale.  This means that the food supply will get a little bight tighter over the next few days, and the game will be a bit more challenging.  Keep in mind that this is balanced by a reduced rate of food consumption.  So even as the value of each bite of food is reduced some, the frantic feeling of "needing to eat constantly" won't resurface.

#28 News » Update: No Solo » 2020-02-15 09:42:52

Kaos
Replies: 0

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I've got murder on my mind.  I was taking a look at the life logs recently, and saw a somewhat normal murder rate of around 6%.  Then I ran the analysis a different way, and computed the murder victimization rate.  This is the percentage of active players on a given day that are the victims of at least one murder.  I ran this analysis on Thursday, February 5, and I was shocked by what I found:  a whopping 25% of active players were murdered at least once on that day.  Turns out that this was an anomalous peak, but other recent days weren't that much lower, as seen in this graph:

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This analysis motivated some of the changes last week to kill waiting times and curse visibility, and you can see the minor effect of those changes toward the end of this graph.  But still, I wasn't entirely sure what was going on.

Mid-week, I added a new kill log to the server, letting me see who was landing the kill hits, whether they were solo or part of a posse, and who was being saved via healing.  This log did not paint a pretty picture.  Since the log was set up on Wednesday, there have been 174 kills, 153 of which were solo killers, acting alone.  There were only 21 group kills, and 34 instances of players being saved by healing.  Yes, that's 87% solo kills.

And what's the problem with solo kills?  Well, a more detailed analysis of one day's log showed that 62% of the solo kills were done in cold blood, unprovoked by previous murder, while only 20% of the group kills were done in cold blood.

That brings us back to why killing is in the game in the first place.  Why not just remove it entirely?  Because you need to have a way to "vote someone off the island" who is violating village rules.  Otherwise, laws become impossible.  Killing isn't the only kind of possible griefing, and removing killing entirely makes everyone powerless to stop those other kinds of griefing.

But if you really are voting someone out of your village by killing, and that's the point of killing, solo killing really has no role to play.  If everyone agrees that this person should go, you don't need to kill them solo.  You can form a posse and kill as a group.

Solo kills are unilateral actions where there is no group consensus.  Most of the time, I'm guessing, solo kills are simply griefing, full stop.

Over the past two years, I've added loads of adjustments and limitations to solo killing in the game.  Now we have a panoply of warning mechanisms and advantages for the victim.  You GASP, the killer looks and sounds angry, you can track the killer off-screen, the killer must wait 12 seconds, and the killer runs more slowly than you.  In practice, given all these advantages for the victim, solo kills should be all but impossible.  But I've seen it myself:  the victim just standing there for 12 seconds, like a sitting duck.

This means that most victims of solo kills are new players who don't know how these warning systems work.  This means that most victims of killing are brand new players.  That is really bad.  Being killed is one of their first experiences in the game.

And like I said, the presence of solo killing does not help with the philosophical point of killing in the game---it doesn't help us vote someone off the island as a group.

So why not remove it entirely?

There are still two cases of solo killing that are dear to my heart.

First, we have the wilderness situation, which I've come to call the Two Hermit Problem.  If you're one-on-one in the wilderness, and someone is bugging you, I want you to be able to protect yourself.  I want you to be able to say, "scram," and mean it.  Even if the person isn't bugging you, the fact that you CAN kill each other is part of the magic of the game.  You can kill each other, but choose not to, and that's beautiful.

Second, we have the guarding scenario.  With 1-v-1 killing, a guard with a bow can get a bead on a would-be intruder outside the gate, and then open the gate to let people pass through, while preventing the intruder from passing through the guarded area.

The way killing works now in the game, I've been able to preserve the first case, the Two Hermit Problem, but I've had to sacrifice solo guarding, at least for now.

Here are the changes:

In order to kill, you need to form a posse of the minimum size, given the population in your area.  In higher population areas, that size is 3 people.  But in places with less than six people, the posse size is half of the area population, rounded up.  The area is a 30-tile radius around the killer.  So if there are only two of you out there, 1v1 killing is still possible.  But in a mini-camp of three people, two of you need to conspire against the other in order to kill.

This min posse size is capped at 3, which is what you need in higher population areas.

When you try to kill someone, you still go into murder mouth mode, but you also get a DING message explaining the minimum posse size in your area.

With this change in place, we'll see what happens to the murder rate over the next few days.

#29 News » Update: Who's Who » 2020-02-08 20:39:17

Kaos
Replies: 0

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You might call this the information overload update.

First of all, in-game, hit ESC.  There was always a graphical hint showing the controls, but over time, the list of "hidden" verbal commands has grown quite long.  Now you have a hint sheet for all of them.

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There's one new command on this list, and that's the /FAM command.  Type this on the chat sheet to see +FAMILY+ labels pop up above the heads of nearby people who count toward your genetic fitness score.  These are the people that you need to take care of if you want to climb the leaderboard, have a healthier old age, and unlock more tool slots.

But what about far-away family members?  Aside from your mother and grandmother, all of your genetic fitness offspring are younger than you, which means they were born after you (so you had some chance to help them survive).  When one of these babies is born, your character will call out, and you'll get a temporary arrow pointing back to the birth location.  You will also see +FAMILY+ labels above the heads of all your family members each time a new baby is born.

A similar system has been added to help you keep track of relationships in the leadership system.  When you receive and order from your leader, you get a temporary arrow pointing back to them.  When you issue an order as a leader, you get an arrow to your closest follower (so you can get the order-passing process started), and you also get +FOLLOWER+ labels above the heads of all your nearby followers.

Note that, thanks to these arrows, issuing an order to your followers can actually help them follow you---when traveling as a group.

Also note that exiled followers don't receive orders or see these arrows, so you don't need to worry about griefers using them to track people.  And as a leader, people only get an arrow point to you if you issue an order.  So you can control exactly when people can track your location.

Next, to bootstrap the leadership system, everyone auto-follows their own mother, if their mother has no other leader.

Okay, okay, that stuff is pretty cool, but there's one more massive improvement this week.  For a long time, curses have been personal.  You chose who to curse, and there's a guarantee that the cursed people won't be born near you for the next 30 days.  Cursing is a way to say, "Get away from me in the future, I don't want to play with you anymore."

But of course, that doesn't stop people from migrating later in life, returning to the same village repeatedly to cause more trouble.  And even though you cursed them, they were impossible to recognize.

Not anymore.  Now, each person you curse gets assigned a permanent 2-noun label.  Whenever they appear in your game, they have black speech bubbles, and they appear to babble this 2-noun phrase periodically.  Only you can see them doing this, though.  Other people who have them cursed see a different label.  But this will allow you to recognize the same bad actor in future lives.

There are also a bunch of other little changes.  A lone griefer can no longer block other people from getting born on low population servers.  The waiting period for killing is now 12 seconds, and is cut in half for each member that joins a posse.  Posses of three or more people cause the victim to gasp repeatedly in terror, producing a "T" off-screen sound marker.  Twins no longer count toward posse size.  Human-caused wounds all have a waiting period of 15 seconds before healing can be performed (a gushing state), preventing teams of two griefers from tag-team healing each other repeatedly.  When your leader dies, you get information about who replaced them.

After letting the dust settle on the latest genetic fitness score changes, it seems that there is a de facto ceiling around 52.  I've adjusted the tool slot curve to account for this:

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#30 News » Update: Seeking Experts » 2020-01-31 10:14:26

Kaos
Replies: 0

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Still working my way through the list of reported issues.  Sometimes it seems like the list is growing faster than I can chip away at it, but I am making progress, and the game gets better each week as a result.

The biggest change this week is that you get a hint when you pick up an unlearned tool about who around you already knows how to use that tool (look for the + speech bubbles above their heads).  No more wandering around asking everyone.

A bunch of fixes have been made to the reflector so that it makes better decisions about when to start splitting the game's population up between two separate servers and when to go back to using a single server.

Animals no longer walk through spring-loaded doors.

When you issue an order as a leader, you now receive a confirmation that your order worked.

Let there be dung buckets.

Let there be stacks of empty buckets.

#31 News » Update: Curved Tracks » 2020-01-24 07:59:07

Kaos
Replies: 0

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Forum member Wuatduhf made an important discovery:  recent changes to the way object patterns work had suddenly made curved cart tracks much more reasonable to implement.

It turns out that I already had the graphics drawn for these curves, and they looked really good back in the day, but I had to scrap them because of the combinatorial explosion that they would entail.  For example, north-moving carts already had three "leave" cases (leaving from south ends, north-south tracks, and cross tracks) and three "entering" cases (entering north-south segments, entering north ends, and entering cross tracks).  To handle all the combinations, 9 distinct transitions were required for each cart direction, resulting in a total of 36 transitions.  That's a lot, but as soon as we add in curves, it blows up even more, with something like 25 transitions needed for each cart direction, or 100 total.  That's a lot of transitions to author correctly, and way too much to keep track of along the way, resulting in tons of room for error.

So what changed with object patterns to help with this problem?  Something pretty tiny and simple, actually.  Part of the bottle update a few weeks back involved emptied bottles that made a final sound as they were emptied.  Roughly half of the bottles held liquid, and the other half powders, requiring a different empty bottle state for each to play the "glug-glug" or "swish-swish" sound.  All the bottles were part of one big 18-item pattern, but how could I flesh out the empty state for this pattern?  Since an object can only occur in a given pattern once, I would need to create 18 separate "empty" bottles, even though they all pretty much did the same thing (half of them playing the powder sound instead of the liquid sound).  That's a lot of extra objects that essentially do nothing.  But why couldn't a pattern have repeated objects in it?  In other words, why couldn't a pattern "converge" on a few common end states?  These bottles could be different all along, with 18 variations, but once empty, end up as one of two empty-state bottles to play one of two sounds.  Each of the 18 slots in the pattern would contain one or the other of these two bottle objects.  I updated the pattern editor to support this, and that was it.

Wuatduhf's observation was that these new "converging" patterns were exactly what was needed to cut through the combinatorial explosion for tracks.  As a simple example, when a track cart moves north out of one of five possible north-bound tracks, each of these needs to potentially land in the same connecting track.  This can be implemented as a pattern, then, only if the pattern can contain repeats of the same destination track.

Thus, instead of 25 separate north-bound transitions, I was able to implement one set of north-bound transitions describing what happened to a north-bound pattern, and then fill the pattern with all the cases.

This also allowed me to implement tracks that pass through spring-loaded doors pretty easily, preserving the insulation bonus for the room that the track emerges from.

In the end, each of these patterns had 25 elements each (with repeats to cover the various combinations), and the north-south patterns had 36 elements each (due to the extra combinations needed for passing through spring doors).  And there were five separate patterns for each direction, resulting in a grand total of 610 items listed in these patterns (all passing through only a small handful of transitions).

There was still a lot to keep track of when fleshing out these patterns, and the whole thing felt about as close to an IQ test as I've experienced while working on this game.  My moth-holed, 42-year-old brain muddled through it all, but barely.

But those curvy tracks sure do look nice.  Great to dust off 17-month-old artwork and finally put it to use.

#32 News » Update: Baby Placement » 2020-01-17 17:27:03

Kaos
Replies: 0

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My wife was out of town all week, so I was left with the task of being a full-time parent as well as a game developer.  I did manage to get a few things done, though.

First, there was the question of Eve frequency, and how that tends to spread civilizations out over time.  Eve placement is related to baby placement (we place an Eve instead of a baby under certain conditions), and in thinking about the baby placement code, I realized it had grown into a multi-scarred monster over the years of trying different methods inside and outside the rift.  Seemed like a good time to start clean and really think about what baby placement is supposed to accomplish.

Our highest priority in placing a baby should be to make sure there's at least one family in each of the specialist skin tones, and if all of them are already present, bolster the population of the weakest skin tone.  After that, our next priority is to bolster the population of the weakest family, and place girl babies when the number of potentially fertile females in a given family gets too low.  Of course, we also want to respect each mother's birth cool-down when possible, and also each player's previous-life area bans (so they don't get born to the same family over and over).  But we should also be willing to ignore cool-downs and area bans if there are no other mothers available.  No one should be able to area ban themselves, through suicide, into being an Eve, and we'd rather overload a mother on cool-down than spawn an Eve.

Finally, we need to make sure that the server is never overloaded with babies relative to the adult population (more than 2/3 babies), nor that a few remaining mothers are overloaded with babies (more than 4 babies per mother).

And of course, through out all of this, we respect curses, never placing a cursed baby near a player who cursed them, ever ever ever.  If there's no place for a cursed baby to go, they are sent to donkey town.

With those priorities cleanly stated, we can see that we only place Eves in two situations.  First, if there are too many babies for the existing adult population or population of mothers.  And second, if we're missing one of the specialist skin tones.

Those cases should be relatively rare, which means that new Eves should be rare.

With the simplified code in place, the behavior is much easier to reason about.  If there seem to be too many Eves in the future, I'll be able to figure out exactly why.

Next, the Genetic Fitness leaderboard has clearly been getting out of hand, with top scores climbing into the 500s.  In looking closely at the top-scoring players, I found something distressing:  many of them had very low average lifespans themselves.  By keeping their own lifespans low through regular suicide, the were able to farm points whenever they lived an occasional long life.  Furthermore, they were essentially handing out free points to everyone else through these occasional long lives.  It was also clear that quantity was trumping quality.  When scores are potentially infinite, playing a lot of lives is the only way to reach the top.

Implementing a suggestion from Wondible, we're now back to scores that are asymptotically capped at 60, while still solving the problems that the older capped system had (where you got punished for having a new player as a baby).  You now gain points whenever you help an offspring player live longer than expected, but the amount you gain is scaled relative to your own score.  Thus, the closer you are to 60, the less you can gain from each offspring, but the more you stand to lose if you actually hurt an offspring and cause them to live a shorter life than we expect for them.  You also gain points for yourself when you live longer than expected, with your score approximating how long we expect you to live.

Thus, there's no longer an exploit possible through suicide.  The best way to get a very high score is to live very long lives yourself, and never suicide, and help all of your offspring to live as long as possible, too.

Returning to a capped score demands a new formula for mapping score to tool slots, which can be seen in this graph:

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As part of this investigation, I made more of the leaderboard data public.  You can now click on the top-scoring players and see the recent lives that contributed to their score:

http://onehouronelife.mythiclair.com/fi … eaderboard

Thus, if another exploitative way to boost score emerges in the future, it will be easier for everyone to study and identify it.

But looking at the data now, we're off to a good start.  All of the top-scoring folks have very high average lifespans themselves.

There are also a bunch of little fixes.  More stuff can be bottled, and bottles are a bit easier to work with.

#33 News » Update: Bottle It » 2020-01-09 17:55:20

Kaos
Replies: 0

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Still working my way through this list of issues:

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

Some of the issues provide inspiration about obvious holes in the game's content space.  This week, I fleshed out bottles, which had previously only been used for wine.  Now they're used for almost every liquid and powder in the game.  Wall shelves were fleshed out too, to go along with this, so now colored walls can have shelves too.  Colored wall shelves full of colorful bottles.

More bottles means you're going to need more glass, and Tarr pointed out that glasswort was the current bottlneck there (bottleneck, see what I did there?).  Now you can cultivate glasswort, but of course, it's a desert-loving plant.  And yes, in real life, glasswort doesn't grow in the desert, but instead along the edges of brackish bodies of water.  We don't have a beach or salt marsh in the game yet, though, so we can at least imagine that our desert is an ancient sea bed.

Fleeing rabbits now avoid floors when digging their new holes.

Together, all these changes resulted in 138 new objects, most of them varying states of the 18 new types of bottles.  But yeah, that's a lot of new bottles.

#34 News » Update: Fixes Continue » 2020-01-03 19:29:21

Kaos
Replies: 0

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Still plowing through this list, with only 168 more to go:

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

Some of the fixes this week involved quite a bit of new content, as I fleshed out the dye possibilities for knitted clothing and roses, and patched some gaps in hat decorations.  Over 135 new things, but most of them are the result of combinatorial explosion (red hats with blue roses and blue hats with red roses).  Regardless, there's a lot more visual variety in clothing now.

Tables are useful for storing a few things even when you're not feasting, way stones no longer block movement, grapes can be removed, and a bunch of things that weren't containable are now containable.  Rabbit holes can be dug up.  You can no longer dump fresh water back into a water source, so there's no more confusing situation where you gain or lose a unit of water by doing that.  Drunkenness has been refined a bit and clarified with a blushing emote.

The little photo icons in the family tree are back, for anyone starring in a photo.  A few cases of spurious tool learning have been fixed (you no longer learn the knife when taking it apart, for example).

And most exiting of all:  another cause of the bouncing-forever (wild bug appeared) has been found and fixed.  Hopefully, that's the last one (this mysterious issue has been lurking for more than a year now, it seems).

I gird my loins to plunge back into that list of 168 and make another dent next week.

#35 News » Update: More Fixes » 2019-12-21 02:35:45

Kaos
Replies: 0

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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!

#36 User Stories » User Story: The Tale of Scott Silverthorn, by MaggieMurdoch » 2019-12-20 10:00:48

Kaos
Replies: 0

this is a tale of one of my last lives, sometimes I live very mundane and uneventful lives but other times I find one that stays with me and makes me think about it...This was one of those lives.

I was born a baby boy to a woman named Samantha Silverthorn in a tiny settlement, as I was born my older brother Lason was visiting, my mother had six children before me and had one after me, surviving to adulthood there was only me, my big brother Lason, my big sister Freyja and and my younger sister Liza. When I was born my mother gave me a single snake skin boot.

My mother told me that she had been kicked out of the settlement south of us when she was still small and was trying to set up our camp by stealing supplies from the south and that when I was old enough I would have to do the same thing for the good of the camp, not something that me at the player would normally do but I found it an interesting plot point for this life.
the first thing I stole for my mother was a pie on a plate and I carried it back to camp like a filial son and she praised me but when I got there there were angry villagers from the south berating her.

I wanted to make my mother's life easier for her so I went out into the wilderness to collect materials so we could do things for ourselves and we wouldn't have to resort to stealing, I made myself a basket and collected things, I made some ovens for food and collected some carrot seeds for our farm and made my last theft from the south village of a single wheat seed so we could produce our own.

during one of my returns home from the wilderness my mother was bleeding and screaming at a woman, she screamed out at her that she had no choice and they were the ones that had abandoned her in the first place, her last words were to kill the woman. at the time and long after I believed my mother had been murdered and contemplated revenge but held back, we had been stealing from them for a long time, longer then I had been alive and all debts must be paid. I can only hope that my mother was proud of what I did with the camp that she started.
Shortly after mother died, Freyja came to the camp but died of starvation upon arrival...she had four children but none survived passed infancy.

I was now in my 20's, I found a discarded seal skin to the north and brought it back, fashioning it into a seal fur coat and while journeying west I found a knife lying between some trees, I found a patch of desert and killed a snake so I could have a pair of boots and used some left over wheat from making bread to make me a hat, I lived to 57 years and not once did I manage to wear a pair of trousers.

I continued my simple life now self sustaining, sometimes when I wasn't busy I would walk to the south village, there was a man named Nevah there, he was still there but very old. during one of my visits I noticed that no one was there anymore so I asked him what happened to everyone and he said that apart from me, there was only him and one other guy left, the last guy was called Edgar and he was busy building up the village while Nevah worked on the farms.

by my next visit the village was bustling again, there was a woman named Darah there who had three babies in quick succession and asked people to help name them all, I took one and named her Umi, she became Umi Silverthorn II...I was nearing the end of my long life and gave all my clothing to little Umi and wished her a good life, I told them my camp was to the north and that what was there was now theirs since there was nobody to take it over and then I returned home to die.

All in all I really enjoyed this life, it was really interesting to me and made me want to live as long as I could just so I could see the end result, after checking the family tree page I found out my mother hadn't been murdered but attacked by a wolf but its amazing how a scene can play out when you literally just walk in on it, whelp good thing I didn't try and take "revenge" on the south village people xD


Original thread here:  https://onehouronelife.com/forums/viewtopic.php?id=4313

#37 User Stories » User Story: The Best Lives are the Ones That Make You Cry, by Morti » 2019-12-20 10:00:07

Kaos
Replies: 0

So, another life, born to a mother wandering about, with a name, not an Eve, but someone away from home, that appears lost.

I say little, I don't beg for food, I just watch.
She pulls milkweed, makes thread, stands there looking at it for 10 seconds, probably going through the Tab menu, looking at options, then she carries me away.
Next she pulls some clay from a pit, looks at it a few moments, grabs a stone, makes bowls, looks at them for a second, turns them into plates, then carries me away.

This continues as she is moving along. She is experimenting, making items on the spot and leaving them where she finds them.

I will be very patient with this person.

I'm a few years old and she carries me far from those items, first to the west, and then to the south. A bell rang and it was 4.4k away the year I was born. Pointing south. We've traveled roughly 100 meters west and nearly 100 south, but the distance doesn't change. I grow hair on this journey. Eventually she can no longer pick me up.

So, I ask "Where / is / your / home?"

What word did she use? I can't recall. She basically said she was orphaned or that things were tough where she came from.

I decided not to ask more about that. I'm just guessing she ran off to gather food at a young age and never found her way back home.

"So / what / do you / want / to do?"

"Let's find a village" she says to me.

"Or we / could / make / one?"

She seems a little reluctant at first, but says "There is no water here."

"We will / find / some. / But / first / set a / home / marker / so we / have a / point / of / referen/ce."

She agrees, I set mine, ask her to do the same, but she doesn't. Instead she makes rope, a hoe, and uses flint on a berry to make a seed while I am off scouting and find a nice place where the grassland and desert borders meet a swamp with ponds. I return to her and let her know I've found a good place. I take her to it, explaining how it's nice and warm and show her the ponds.

Around this time my sister is born, the one who will go on to give my mother her only grandchildren. I tell my mom I'll get rope and for the next 20 years, go through the motions of running out to gather everything that is necessary at the time to basically tech up.

The farm is just getting started, the hoe my mother made where we were when we decided to start a home has broken and there are 8 tilled plots of soil, 6 of which have gooseberry seeds growing in them. My mother says she's too old and is just wasting our food but I assure her her presence is welcome and that she should stay and live till she is sixty. She agrees to stay alive.

I then decide to set off to get a rabbit for the bellows and I am near the spot where my mother made the hoe and skinned the berry when we decided to make a home. I bring back the seed along with the rabbit. She's still alive at the farm.

"Do you remember when I first started talking? When we decided to make a home? You made a hoe and skinned a berry for the seed. This is that seed." All the while she is making teary faced emotes; T.T and saying how happy she is.

"Shall we plant it here?"

She agrees, we should, but as I am typing "Would you like to do the honors?" she says "byee" and passes away.

--

This was the first time I cried this life.

--

I plant the seed. Find a basket, gather up our mother's remains, circle the camp for a place to rest her body and settle on a spot north of the forge about 30 meters and a warm corner of the desert.

Now I would like to let you know something I do, or at least try to do, every life that I find myself the son of an Eve, or any mother, who's other children do not survive to have children of their own. Rather than stop playing, I focus all my efforts on the forge; so that I have the tools necessary so that I may bury my mother and mark her grave. If I have time I will also bury the other members of the family that stuck around to work as long as they could, maybe even marking the grave of a helpful brother, but there isn't a whole lot of time to do all that.

If the family is still thriving, I will try to bury our mother, but my attention is very often divided between that goal and ensuring that there is enough food an resources to support the mothers and their children. But if it's just me, I will try to stay alive until 60 no matter what and once my mother is gone, the only thing left that matters is giving her a proper burial with a marked grave. A grave I will also usually decorate with an item that reminded me of her.

Now the clock is ticking.

I've only just returned the rabbit for the bellows, there is only 1 piece of iron at the kiln that I brought while gathering rope. I bring back 2 full baskets of iron and by that time I have about half of my food meter left. Luckily one of my sister's children takes an interest in the forge and starts helping me by making charcoal and gathering branches. We make the hammer and the ax just as we are on our last piece of kindling and branches are far off in the distance. Next I make the shovel and the chisel and let my sister's kid know that I only want to make enough to mark my mother's grave before I die. Someone comes up and asks for a hoe. I only need the adze, for the mallet, so I agree to make the hoe as well. And with the adze, chisel and shovel done, I run the shovel up to my mother's grave, bury her, find a headstone, return back home, place the chisel and mallet in a basket, bring up to my mother's grave and set off for three skewers to make the M. As I am returning home I read "I found some abandoned tools north" and while darting around for the flint and sharp stone in town to make the M I say "they were not abandoned, please return them" I wasn't sure I was going to have to take anything more than the M up with me. I didn't think I was going to make it. Everything needed was so far apart, but, in the last year of my life, I managed to bring it all together.

M on the grave, chisel, mallet, done.

And I sat there. Tools on the ground as I looked at her grave. And I began to cry again.

Stomach nearly empty, hot water welled up in my eyes, it was an instinct to go for the nearest cactus, but, an instinct that kicked in a little too late. I'd stopped looking at the meter, my mind was full of the highlights of the last 59 minutes. I died at the cactus.

FR5H3CJ.png

Not shown in this picture are my sister and her kids, for them, see the link.
http://lineage.onehouronelife.com/serve … id=1056665

Well done, Sue.
http://lineage.onehouronelife.com/serve … id=1056665

Thank you.
All of you.
Thanks for making and playing this game with me.
Thank you, for being human.

#38 User Stories » User Story: Sacrifice to save my family, by JonySky » 2019-12-20 09:55:57

Kaos
Replies: 0

I was born in a village with most tasks already done ... my mother raised me, dressed me and gave me a backpack .. I even let me choose what kind of hat I wanted to wear ... she named me "Dennis"

My first years I dedicated myself to compost, and to the raising of the sheep

a grandmother before she died she gave me her knife to continue my work with the sheep

I spent a few years raising and killing a lot of sheep and creating more and more compost with the help of my relatives

when we had excess compost (you never have enough) I started to create a small hospital ...

First create pads and needles with thread for the sutures and after creating 2 bowls full of pads, I made a small construction to store and have controlled the medical supplies

When I was about to finish construction, I heard a conversation from afar where someone was threatening someone who was going to kill her

I approached and was a girl with a seal coat that was threatening another for no reason ... anyway not having listened to all the conversation did not know if this person was right or not right and I decided to continue to mine and look from a distance this girl, she was called "Birdie"

When the clinic ended, I saw Birdie doing nothing, turning the city senselessly ... it seemed that I was looking for something, but I was not doing anything

I decided to follow her and review her movements ...
Suddenly she realized that he was watching her, and started to scream that he was chasing her to kill her ... that I was a murderer and wanted to kill her ...

Here I realized that this person was not looking for anything good ...

the people of the town did not pay much attention to her, I never threatened her, did not talk to her, did not even take the knife out of her backpack ... but she knew that I was watching her and that prevented her from doing anything bad.

After a while I saw her trying to forge something, but she gave up (I do not know very well the reason, but I think someone hid the Steel File)

imagine what would be happening to plan B, the bow ...

When I got to this point I knew that I would try to hurt the city and I began to warn people, sisters, brothers, children ... all who could avoid a mass murderer

I was already getting older, and here I realized that I could not fight against her ... I was beginning to have the risk that she would steal my backpack and my knife ...

What I did was give my backpack and my knife to a girl who was building a road: "Zebulon"

I had noticed her since she was a child, and she had been working hard for everyone

I was 56 when Birdie came with his bow trying to kill people ... first he tried with a girl, then with a woman ...

I knew I was going to kill someone, and I was not going to allow it ...

I noticed that in this game people do not realize the real problems of murderers until they see blood ....

I was 56 years old and I could not contribute much more to the city ...

I got in front of Birdie and I stayed still, without moving, so I was an easy target ... I just had to shoot, and of course that's what he did

she was in the middle of the city when she shot me and everyone saw it, that's what I was looking for ... that everyone is aware of what happens when this type of idiots is let loose

When she was relaxed, I told everyone not to worry about me, to kill her and Zebulon, she nailed the knife without mercy ...

The whole city surrounded me and I was fed during my last breath, I saw the idiot die ...
they wanted to cure me but I did not want them to heal an old man of 56 years ... they should not worry about me ... I'm happy to have fulfilled my obligation to sacrifice for mine, for my family, until the end

http://lineage.onehouronelife.com/serve … id=1019726

Original thread here:  https://onehouronelife.com/forums/viewtopic.php?id=3698

#39 User Stories » User Story: Ea family migration, by Tarr » 2019-12-20 09:55:03

Kaos
Replies: 0

I was born in a rather large scale family migration to the Ea family. I think at the point I was born there was almost seven people traveling in a pack to a nearby city. Our group ended up getting separated at one point, our group changed from a strong six or seven to a meager three. Mother held my younger brother Jason close as we kept chugging on through the harsh environments.  Swamps loaded with pigs, freezing arctics, badlands brimming with hostile animals. Everything you could imagine challenged our families migration.

I eventually got lost from the group as I refilled a stray berry bowl I found in the wilderness. At first I thought this food was a blessing from the gods when in reality it was anything but. Mother had forsaken her berry bowl at some point on the journey to make sure Jason wouldn't have to go hungry on the journey. Mother kept going as long as her body could hold out but with no food she was running a losing race. I found Mother not too far away from her bowl, Jason now holding her stuff while my older sister Kawai refilled her bowl.

Even with low morale we ran hand in hand until we finally found the first road. We all rushed to greet the people of the Kane family who met us with open arms. Not too long after we had started to settle down cousin Ricky, and my two aunts showed up and we had nice little family union. I ended up having to break the sad news of mothers passing to her own sisters which really brought the mood down.

What mattered most is we had each other and our new friends in the Kane family to celebrate our new life with. It was a peaceful little place minus a few accidents here and there.

I normally wouldn't have stayed in a family migrating like that but I just felt something special about this family. I made sure to give our little family a special graveyard attempting to mark everyone's grave but time isn't easy on an old man.

http://lineage.onehouronelife.com/serve … _id=969514

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