Diff of Emu War Online 3 at 196b5f2

@@ -5,7 +5,15 @@ 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.
 
@@ -14,5 +22,23 @@ 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.
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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.
+* 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.
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