Edit ‘emu_war_online_3’
This commit is contained in:
parent
795b61990b
commit
b73f473a25
@ -20,25 +20,27 @@ Features implemented:
|
||||
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.
|
||||
** 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.
|
||||
** 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.
|
||||
** Drop base damage but give players more options once they get tool use set up.
|
||||
* Crops (for healing).
|
||||
* 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.
|
||||
** 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.
|
||||
** 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?
|
||||
** 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.
|
||||
* More resources.
|
||||
** Crops, trees, "digging around" in holes with better tools.
|
Loading…
Reference in New Issue
Block a user