A New Gameplay Direction Suggestion

807502278 · 6 days ago

Suggestion:

For an engineering-focused game, a water system is undoubtedly highly appealing. Since we already have realistic physical terrain, why not add a realistic physical water system as well (e.g., Timberborn has benefited greatly from its physical water system)? As of now, no game has managed to combine both realistic physical terrain and water simultaneously. If this can truly be achieved, I believe Captain of Industry could be a massive hit!

Brief Description:

1. Physical Water Properties:

(1) Simulates real fluid dynamics. It can be blocked by terrain and water facilities; retaining walls, factories, and vehicles cannot block fluid. If on flat ground, it spreads and flows along random fixed paths.

(2) Fluid is generated by groundwater outlets, with attributes including total fluid volume (0 for infinite), flow rate, flow intermittency (negative values allow fluid recovery), whether it jets (can simulate fountains and volcanic eruptions), flow increments based on conditions (e.g., rain increases water flow), and output type: seawater/freshwater (when freshwater and seawater mix, refer to Timberborn's sewage system; when pumped, it automatically separates into seawater and freshwater proportionally)/magma (has glowing textures, can simulate volcanoes), etc. These are set during map creation.

(3) Fluid in lakes or rivers can be increased or decreased by dumping/pumping. Add larger late-game fluid dumping and pumping factories.

(4) Fluid water produces a wetting effect when flowing over terrain. Sand and soil will be eroded (slowly moving to lower terrain) but other minerals are unaffected. Factories (except water facilities and retaining walls) or vehicles will stop working when submerged by water exceeding 1 meter; trees will stop growing. Different wave interactions occur based on water speed and sea level/terrain.

map2-1.png

(5) Terrain near magma gains charred visual effects (does not change actual minerals; recovers after magma disappears for a period of time). Magma outlets have permanent steam effects. When magma encounters water (fluid water and sea level), rock terrain is generated nearby with steam effects. Factories (except water facilities and retaining walls), vehicles, and trees are immediately destroyed upon contact with magma. Contact with charred effects increases maintenance consumption.

map3-2.png

(6) When a groundwater outlet uses the "jet" and "magma" properties, a volcanic eruption landscape is created, with volcanic ash effects nearby (raindrops turn black, with some glowing red). Trees and grass within range turn black and are destroyed; some ground gains charred effects.

2. Water Generation Method:

(1) During map creation, one or more groundwater outlets can be placed at the lowest excavatable point of the terrain. Groundwater channels are automatically generated above or diagonally above the outlet (groundwater channels are excavatable, composed of rock, and displayed as rock cracks or holes on the terrain surface) to allow fluid passage.

(2) When groundwater channels are blocked by terrain coverage or water facility sealing, channels are regenerated upward from the direction of terrain weakness.

3. Water Facilities — Dam:

(1) In addition to blocking fluid, dams can also block terrain like retaining walls. When built at the same position and size as a retaining wall, construction can overlay it.

dam1.png

(2) The dam cross-section can be customized via a 32×32 grid drawing interface, with a minimum width limit of 1 meter. Construction resource consumption is determined by area. The top of the dam is passable. Through this interface, simple side stress tests can be performed (calculating stress heatmaps by setting fluid height).

dam2.png

(3) Dams are built using cross-sections (which can be different) and paths.

dam3.png

Dam paths can curve (like railways, but can only branch via prefabricated pieces), cannot be built suspended in the air, and dams cannot be stacked on top of each other.

dam4.png

(4) Different water depths have different strength requirements for dams. Dam strength is determined by the weakest point of the horizontal cross-section (cross-section varying with elevation) and the path (when water is stored on the outer side of a curved dam, it forms an arch load-bearing structure with higher strength). If strength is insufficient, it will be destroyed by water flow, collapsing step by step at the minimum length unit along the path until strength requirements are met.

dam5.png

(5) Corner, T-junction, and crossing prefabricated pieces are used for the intersection or turning of two different dams.

4. Water Facilities — Gate/Ship Lock (reserved module to provide possible future ship navigation functionality):

(1) Gates/ship locks are connected to dams when built to block fluid, and are destroyed when adjacent dam sections collapse. Gates can be set with threshold-based automatic drainage and real-time display of current fluid water level.

(2) Height can be specified during construction (can be built over at different heights without demolition), connected to or replacing dams (must have straight paths) to block fluid.

5. Water Facilities — Fluid Generator (Hydraulic Generator and Thermal Difference Generator):

(1) Divided into hydraulic generators (using water's gravitational potential energy to generate electricity) and thermal difference generators (using the temperature difference between magma and water to generate electricity stably).

(2) Connected to dams when built to block fluid, and are destroyed when adjacent dam sections collapse.

(3) Upgradable (volume unchanged). Different grades of generators can be adjusted to deeper positions to output more electricity through higher gravitational potential energy or temperature.

(4) The outlet of hydraulic generators cannot be submerged by fluid exceeding 1 meter; power generation stops when submerged.

(5) Thermal difference generators consume magma and water to generate electricity and gravel.

Instructions:

*I only have some experience with UE5 and am not very familiar with Unity C #. If there are any unreasonable aspects, please feel free to correct and discuss.

*This is just a rough suggestion; please feel free to ignore it if it doesn't seem suitable.

Edited 6 days ago
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