The Ultimate Water Thread

Matt

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#1
So as I'm sure you can remember, we recently ran a poll on what feature you'd all like to see the most.

A Water Biome was the clear winner.

As such we want to collect some ideas as to what exactly that means to you, as players. So use this thread to discuss what sort of water biome you'd like to have. Would it be just be an obstacle in the world (something to avoid), buoyancy blocks, does it damage techs, would normal techs just drive along the seabed?

What gets you excited about water?
 

Seth_Seth

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#7
So as I'm sure you can remember, we recently ran a poll on what feature you'd all like to see the most.

A Water Biome was the clear winner.

As such we want to collect some ideas as to what exactly that means to you, as players. So use this thread to discuss what sort of water biome you'd like to have. Would it be just be an obstacle in the world (something to avoid), buoyancy blocks, does it damage techs, would normal techs just drive along the seabed?

What gets you excited about water?
waitwhat
 
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#8
What you see in the Water Mod is basically what I want in an official water biome. Not too many fancy graphics or physics so that your PC won't die, but realistic enough to be believable. Techs shouldn't get damaged in water, because that would be too harsh a punishment if you accidentally slip into water and can't get out, getting stuck is enough I think.

Normal blocks should have some buoyancy, like how they are in the mod, but with a few tweaks to the physics of the propellers and other blocks with large holes so that they aren't extra floaty. Dedicated buoyancy blocks for all corps is a must, so that building large floating techs is easier. Extra heavy techs should be able to drive on the seabed without much issue except for a significantly lower speed because of the drag.

I'm not sure how weapons would work in water, but dedicated water weapons like torpedoes would be nice to have.
 

harpo99999

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#13
my thoughts for water are
NEEDED
1 'water' biome in lower areas of map (lakes and oceans by size)
2 density based bouyancy (large lightweight blocks less likely to sink, heavy small blocks sink(simple block volume used (maybe excluding the brackets as they have tiny visible volume))
desired
3 beaches (for getting out of the water biome)
4 rivers
5 rain (intermittent not continous)
 

ZeroGravitas

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#15
Preface:

I'm still fairly sceptical of full water in TerraTech. I mean, code wise it's tough, but also design wise - how do you deal with loose blocks, etc, do they float away? What about if your tech is stranded in open water? Etc. I'm not sure there are satisfying solutions to all these issues.

I think that water enthusiasts, here, should go have a play with The Last Leviathan (Steam game by Super-Punk, who helped Payload with multiplayer). It's all ship based and even has first person camera for shooting (another hype requested feature).

But I don't think the reality of that game is actually very fun compared to TerraTech - building is a separate mode, not as organically accessible as TT, and constantly bobbing and drifting about on the ocean mirrors the main problems with Hover techs, that made them unplayable for most people (until this Better Future update with all it's neat new blocks and tricks).

I'm also wondering how much of our community's enthusiasm for the water mod would dissipate once it's no longer a semi-secret magical kingdom for a fairly niche little group.

However. I do still think it will be very cool to have full water in TerraTech at some point.:) And I'm currently imagining roughly 3 distinct types of biomes with water, in a fashion that would integrate with the exiting world generation (rather than literally throwing liquids around everywhere). As follows...
 
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ZeroGravitas

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#16
(1) Swamps:

Puddles and ground mist. These could be stereotypically green and muddy with long tufts of long grass, etc. Or melting snow pack, or desert quicksands, etc, or all the above.

The small pools of water don't have full water physics, just create splashing effects and slow down movement through them in a simplistic manner.

There is a unique (new) resource type(s) here (harvested/mined, I don't know, ideas?) and in the other biomes too, to make it worth while/necessary to build techs that can negotiate it well.

All current regular enemies can spawn here and there should be no major issues with loose blocks, no need to have stuff floating, etc. Hover techs would be perfectly suited here - somewhere for Better Future to really excel. So potentially worth fast tracking it's implementation.

Increased chance to be found adjacent to the other water biomes...
 
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ZeroGravitas

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#17
(2) Lakes:

Sizeable bodies with full water physics. A substantial obstacle for ground techs, but navigable by just driving around them.

No deeper than max tech height (63 blocks). Not too wide - always able to see a shore while on it, so usually able to just place a tech out of the water to escape it's grasp. Excludes regular (ground vehicle) enemy spawns from it's water area.

Small islands, perfect for setting up a bond villain lair / Tracey island base / castle. Unique resource outcrops and/or monuments featured on these, sometimes, to make them more magical. All part of the same biome, so maybe lakes are primarily a grasslands sub-biome...
 

ZeroGravitas

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#18
(3) Ocean:

(Or great lakes.) The real deal. In two sub-parts: (a) shallows, like the lakes biome and (b) deep water. All full water physics, but no waves big enough to look like they would cause techs to bob about, much - no sea sickness, please.

These should be huge areas, at least as big as a large Salt Flats, worthwhile making boat and submarine techs to traverse. Big islands (and peninsular) of different biomes in the middles of these, with surrounding biomes merging into the edges of it.

At least 150-300m deep at maximum, with greatly reduced visibility below ~50m, for mystery. Some kind of meaningful treasure to be found down there (resources, missions, something). Down amongst submerged ruins - collections of monuments and whatever. Some tall enough to occasionally poke up through the surface.

Specialised enemy spawns only: boats, subs, aircraft and hover techs (which might have reduced hover power over deep water...?).

Only found over 8km-10km from campaign origin. To keep them for advanced/extended play and to encourage world exploration and making travelling techs.
 
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ZeroGravitas

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#19
Generally:

Most (loose) blocks should float, like wood on water (in reality) - about the same density. So (most) batteries would sink, so could be used as ballast, aside from variable buoyancy blocks. Regular fans, props (and thrusters) should work OK, but with reduced power and far lower top speeds due to whole tech resistance to movement.

Block magnets will need to work well, ready for all this (for both salvage and during building), to prevent loosing bits. Although probably best if stray parts don't float away. All resource chunks should float (except underwater types).

I don't know about buoyancy calculations... But full water displacement to allow heavier than water boats to float would be cool, right?
 

reaperx1

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#20
(1) Oceans that could be explored would be amazing, but they would be better if there were some dangers in the deep that we could go down and look for. Things like the Kraken or other large under water threats. Not that they would be in every ocean biome, but there would be a low chance of finding one.
If the player was able to defeat the monster from the deep it would act like a crate and drop an assortment of rare blocks that could be salvaged by the player.

(2) Also underwater treasure and salvage opportunities would be pretty cool!

(3) Ocean biomes should also have the occasional storms with crazy high waves that could capsize any vessel if not approached correctly. These would be perfect times for those monsters I mentioned to surface and make an appearance.

(4) We would definitely need some new weapons like mentioned in the above posts, but the one that I would really like to see introduced would be a harpoon or spear gun of some sort. If it could have a rope attached to it for dragging in what has been shot that would be great. With that being said please do not add whales they have suffered enough ;).

Just a few ideas that came to mind. Have a good one [8D)