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. ** Also no-spawning safe zones? * 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. ** Players should have other items, really. * 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 way 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? ** The basilisk can talk to you using an LLM to convince you to help it. * Color UI mode. * More resources. ** Crops, trees, "digging around" in holes with better tools.