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G™Emu War Online 3

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.

    • Base worldgen is simplex noise. Height is indicated with slightly-slow-to-traverse contour

    • River "simulation" and lakes/rivers.

      • Physical plausibility isn't real, so the rivers A*-path themselves down to the seas or lakes.

      • They run from sources at the tallest points with sufficient separation (found greedily).

      • Terrain near the river centre-line (source to sink path) is flooded and eroded somewhat. Valleys don't really work properly due to bad.

    • The world is an island surrounded by ocean.

  • 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.

      • With dropbears (authentic Australia).

  • 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.

  • Overly detailed environmental simulations, apparently.