From 196b5f2284cd2e7f332c1ef1ba64cad5180164ec Mon Sep 17 00:00:00 2001 From: osmarks Date: Wed, 19 Jun 2024 05:52:39 +0000 Subject: [PATCH] =?UTF-8?q?Edit=20=E2=80=98emu=5Fwar=5Fonline=5F3=E2=80=99?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- emu_war_online_3.myco | 30 ++++++++++++++++++++++++++++-- 1 file changed, 28 insertions(+), 2 deletions(-) diff --git a/emu_war_online_3.myco b/emu_war_online_3.myco index 8563c48..1010318 100644 --- a/emu_war_online_3.myco +++ b/emu_war_online_3.myco @@ -3,16 +3,42 @@ The sequel to [[Emu War Online 2]] and [[Emu War Online 1]]. [[Emu War]] but as Features implemented: * Basic combat. + * As in EW(O1), you simply walk at an enemy to harm it. * Movement. + * 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). * Procedural worldgen. + * Currently limited to a few "rocky outcrops" which obstruct movement. * Digging holes (as minor obstruction). * Items (dirt, bones). -* Ranged attacks (platypi (magic users)). + * Dirt is from digging. + * Bones are from killing enemies. + * They do not do anything. +* The classic EW enemies (IBIS, KESTREL, SNAKE, EMU, OGRE, RAT) as well as a new powerful but rare MOA and the weird PLATYPUS. + * Platypi, as the natural choice for magic users, have a ranged attack. Planned: * Walls. + * 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. +* Other player-usable items. * Beacons/minimap. + * Build things to highlight where you are to other players. * Player weaponry/ranged attacks/etc. + * Drop base damage but give players more options once they get tool use set up. * Crops (for healing). -* Worldgen rework. \ No newline at end of file + * 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. +* Worldgen rework. + * 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. +* Basilisk (boss-ish enemy). + * 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? +* Color UI mode. \ No newline at end of file