The sequel to [[Emu War Online 2]] and [[Emu War Online 1]]. [[Emu War]] but as a web-based MMO. Now on a hexagon grid.

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).
  * 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.

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).
  * 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.