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 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.
-
More resources.
-
Crops, trees, "digging around" in holes with better tools.
-