![]() The regular Food Meter will not decline as long as a Yum Bonus is active.Įxperienced players are able to "chain" the Yum Multiplier to high values, maintain a positive Yum Bonus, and thus reduce the amount of food they need to eat by drastic amounts. The Yum Bonus is a slowly decaying hidden Food Meter that stores extra free food value. Each time a new food is eaten, the Yum Multiplier is added to the Yum Bonus. ![]() The current amount of food consumption can be seen at any time by hovering over the temperature meter.Įating a "chain" of new ("yum") foods builds the Yum Multiplier. As a result, it is recommended for players to obtain or craft clothes as soon as possible to reduce overall food consumption. At temperature extremes, players consume food 5 times faster than being at the optimal temperature. The rate that the Food Meter drains ranges from 4 to 20 seconds per pip, depending on the temperature, with an additional 20 seconds possible for being in an enclosed building. At three pips, the player character will die of old age. During old age, the Food Meter begins to shrink again. At birth, the Food Meter contains four pips and increases by one pip per minute until it reaches a maximum of 20 pips during adulthood (age 25-39). The size of the Food Meter changes according to age. Each box on the Food Meter is called a "pip." If the Food Meter is depleted, the player character will starve. The bottom left of the screen is occupied by the Food Meter. If a player survives until age 60, they die of old age.Īge impacts the length of messages a player can write, the size of the Food Meter, and limits the types of activities a player can perform as a child. Players age one year for each minute that passes in the game. The speech box can also be used to type various console commands by starting with a ("/").Ĭonsole commands can be used for making emotes, searching for crafting recipes, and performing suicide as a baby. " CURSE MARY SUE" - Curses the player named "MARY SUE"." YOUR NAME IS TOM" - Sets an unnamed baby's name to "TOM"." MY NAME IS DOE" - Sets the player's family name to "DOE", if the player does not already have a family name.There are phrases for naming oneself or children, granting property rights, and cursing disruptive troll players who abuse the game. As different families talk to each other, they'll gradually overcome this language barrier.Ĭertain special phrases have unique game behavior. Speech from players outside of the family lineage is automatically scrambled into a garbled foreign language. The maximum message length increases by one symbol every minute, then increases in childhood, and levels out as an adult. A baby can only type 1 symbol, and a 60-year-old elder can type 60 symbols. ![]() The maximum length of a message that can be typed depends on the player character's age. The key is used to open a speech box into which messages can be typed. The can be held down to prevent the camera from moving. is used to drop items, switch items, remove items from containers, and to use weapons. is also used for interacting with objects, picking up items, crafting, and eating. Most actions are performed using a, such as moving the character. One Hour One Life primarily uses the mouse buttons to control the player character. As a result, don't be shy about asking your in-game "mom" for help, and remember to teach the next generation everything you know!Ĭontrols Movement and Actions Instead, OHOL is a game about active learning, experimenting, and teaching. Over 2000 craftable objects exist in the game, and few players learn everything. OHOL is a game with a steep learning curve, so it is absolutely normal for beginners to feel overwhelmed. This guide explains meta terminology and essential concepts that players are likely to encounter while playing the game. Several components to the meta game are universally accepted and considered common knowledge by the existing player base. To address these challenges, the player community has evolved unofficial guidelines, conventions, and meta strategies to increase the chances that a settlement survives. One question is always at stake: can one tiny village defeat the odds and grow into a flourishing city? Or will everything collapse and crumble to chaos? Villages are constantly threatened by starvation, wild animals, infertility, and even crime. As multiple generations pass, players develop more advanced technology and deplete the natural resources around a settlement. Players are continually spawned as the children of other players, and the overall objective is to help one's family lineage last as many generations as possible.Ī lineage begins when an original Eve establishes a primitive village. One Hour One Life (OHOL) is a collaborative survival game where players have 60 minutes to live an entire life from birth to old age.
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