Edit ‘emu_war_online_3’

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osmarks 2024-06-19 05:54:49 +00:00 committed by wikimind
parent 795b61990b
commit b73f473a25

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@ -20,25 +20,27 @@ Features implemented:
Planned: Planned:
* Walls. * Walls.
* You'll have to build a few tools to make them, and they will obstruct enemies (until they break). ** 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. ** Probably we also want damage-dealing spikes or similar.
* Other player-usable items. * Other player-usable items.
* Beacons/minimap. * Beacons/minimap.
* Build things to highlight where you are to other players. ** 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. ** Drop base damage but give players more options once they get tool use set up.
* Crops (for healing). * Crops (for healing).
* Plants will naturally grow in some places. They can also spread. ** 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. ** 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. *** 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. ** 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. ** Trees (for a few other resources) are bigger and somewhat more obstructive crops.
* Worldgen rework. * 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. ** 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. ** Instead of impassable rocky areas, have contour lines/slopes instead. Maybe rivers.
* Basilisk (boss-ish enemy). * Basilisk (boss-ish enemy).
* Occupies multiple tiles. ** Occupies multiple tiles.
* Starts unfinished. Asks players to feed it resources to grow with promise of rewards and threats. ** 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. ** 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? ** People who help it get "nanomachines" or something which can help construction?
* Color UI mode. * Color UI mode.
* More resources.
** Crops, trees, "digging around" in holes with better tools.