Diff of Emu War Online 3 at b73f473

@@ -22,23 +22,25 @@ 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?
-* Color UI mode.
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+** 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.
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