documentation/emu_war_online_3.myco

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The sequel to [[Emu War Online 2]] and [[Emu War Online 1]]. [[Emu War]] but as a web-based MMO. Now on a hexagon grid.
Features implemented:
* Basic combat.
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** As in EW(O1), you simply walk at an enemy to harm it.
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* Movement.
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** EWO3 is turn-based, but with about 20 turns per second.
** Players have no walking speed limit but enemies do (though they move somewhat randomly).
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* Procedural worldgen.
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** Currently limited to a few "rocky outcrops" which obstruct movement.
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* Digging holes (as minor obstruction).
* Items (dirt, bones).
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** Dirt is from digging.
** Bones are from killing enemies.
** They do not do anything.
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* The classic EW enemies (IBIS, KESTREL, SNAKE, EMU, OGRE, RAT) as well as a new powerful but rare MOA and the weird PLATYPUS.
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** Platypi, as the natural choice for magic users, have a ranged attack.
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Planned:
* Walls.
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** You'll have to build a few tools to make them, and they will obstruct enemies (until they break).
** Probably we also want damage-dealing spikes or similar.
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** Also no-spawning safe zones?
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* Beacons/minimap.
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** Build things to highlight where you are to other players.
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* Player weaponry/ranged attacks/etc.
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** Drop base damage but give players more options once they get tool use set up.
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** Players should have other items, really.
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* Crops (for healing).
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** Plants will naturally grow in some places. They can also spread.
** To constrain growth, plants will detect when there are too many nearby, and/or run on some kind of system tracking soil nutrients and water.
*** Different crops will interact differently with these, forcing players to consider crop rotation etc.
** Maybe you can selectively breed them. It should not be that hard to give crops genetics.
** Trees (for a few other resources) are bigger and somewhat more obstructive crops.
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* Worldgen rework.
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** The world is statelessly generated from noise fields right now. If we want to have water/nutrients/etc for crops it should maybe be done in a unified and more realistic using an "erosion" map generation algorithm on game start instead.
** Instead of impassable rocky areas, have contour lines/slopes instead. Maybe rivers.
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* Basilisk (boss-ish enemy).
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** Occupies multiple tiles.
** Starts unfinished. Asks players to feed it resources to grow with promise of rewards and threats.
** Will try to kill players who did not contribute to its construction when finished, as well as generally rampaging.
** People who help it get "nanomachines" or something which can help construction?
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** The basilisk can talk to you using an LLM to convince you to help it.
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* Color UI mode.
* More resources.
** Crops, trees, "digging around" in holes with better tools.