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:
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Basic combat.
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As in EW(O1), you simply walk at an enemy to harm it.
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Movement.
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EWO3 is turn-based, but with about 20 turns per second.
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Players have no walking speed limit but enemies do (though they move somewhat randomly).
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Procedural worldgen.
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Base worldgen is simplex noise. Height is indicated with slightly-slow-to-traverse contour
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River "simulation" and lakes/rivers.
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Physical plausibility isn't real, so the rivers A*-path themselves down to the seas or lakes.
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They run from sources at the tallest points with sufficient separation (found greedily).
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Terrain near the river centre-line is flooded and eroded somewhat. Valleys don't really work properly due to bad.
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The world is an island surrounded by ocean.
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Digging holes (as minor obstruction).
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Items (dirt, bones).
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Dirt is from digging.
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Bones are from killing enemies.
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They do not do anything.
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The classic EW enemies (IBIS, KESTREL, SNAKE, EMU, OGRE, RAT) as well as a new powerful but rare MOA and the weird PLATYPUS.
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Platypi, as the natural choice for magic users, have a ranged attack.
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Planned:
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Walls.
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You'll have to build a few tools to make them, and they will obstruct enemies (until they break).
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Probably we also want damage-dealing spikes or similar.
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Also no-spawning safe zones?
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Beacons/minimap.
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Build things to highlight where you are to other players.
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Player weaponry/ranged attacks/etc.
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Drop base damage but give players more options once they get tool use set up.
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Players should have other items, really.
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Crops (for healing).
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Plants will naturally grow in some places. They can also spread.
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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.
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Different crops will interact differently with these, forcing players to consider crop rotation etc.
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Maybe you can selectively breed them. It should not be that hard to give crops genetics.
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Trees (for a few other resources) are bigger and somewhat more obstructive crops.
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With dropbears (authentic Australia).
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Basilisk (boss-ish enemy).
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Occupies multiple tiles.
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Starts unfinished. Asks players to feed it resources to grow with promise of rewards and threats.
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Will try to kill players who did not contribute to its construction when finished, as well as generally rampaging.
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People who help it get "nanomachines" or something which can help construction?
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The basilisk can talk to you using an LLM to convince you to help it.
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Color UI mode.
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More resources.
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Crops, trees, "digging around" in holes with better tools.
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Overly detailed environmental simulations, apparently.