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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.

    • 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.

  • Other player-usable items.

  • 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.

  • 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.