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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Currently limited to a few "rocky outcrops" which obstruct movement.
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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.
* 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.
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Other player-usable items.
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Beacons/minimap.
* Build things to highlight where you are to other players.
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Player weaponry/ranged attacks/etc.
* Drop base damage but give players more options once they get tool use set up.
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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.
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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.
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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?
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Color UI mode.