Edit ‘emu_war_online_3’

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osmarks 2024-06-19 05:52:39 +00:00 committed by wikimind
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@ -3,16 +3,42 @@ The sequel to [[Emu War Online 2]] and [[Emu War Online 1]]. [[Emu War]] but as
Features implemented: Features implemented:
* Basic combat. * Basic combat.
* As in EW(O1), you simply walk at an enemy to harm it.
* Movement. * 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. * Procedural worldgen.
* Currently limited to a few "rocky outcrops" which obstruct movement.
* Digging holes (as minor obstruction). * Digging holes (as minor obstruction).
* Items (dirt, bones). * 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: Planned:
* Walls. * 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. * Beacons/minimap.
* Build things to highlight where you are to other players.
* Player weaponry/ranged attacks/etc. * Player weaponry/ranged attacks/etc.
* Drop base damage but give players more options once they get tool use set up.
* Crops (for healing). * Crops (for healing).
* Worldgen rework. * 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.