@@ -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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