Structures

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Revision as of 12:38, 27 June 2008 by Mxd1365 (Talk | contribs) (Buildings)

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There are 3 major types of structures. They are buildings (the majority), lines (that transport utilities), and paths (that reduce the cost of unit travel).

This list serves as a starting point and example of typical buildings. Once these are implemented, many more will be added directly to the game.


Buildings

Fusion Generator 5x6

Inputs: None

Outputs: None

Since electricity is a utility and not a product, this building has no outputs.


Water Pump 2x4

Inputs: Electricity

Outputs: None

This building must be built entirely on water.


FutureGas1 Generator (possibly named the Hydrocarbonic Refinery) 4x4

Inputs: Electricity

Outputs: None


Reclamation Plant 6x6

Inputs: Electricity, Water, FutureGas1

Outputs: Atomic Clay

Converts the colony's waste into basic molecules that can be reconstructed into useful raw materials. Output is proportional to colony population.


Nanoassembler 5x6

Inputs: Atomic Clay, Electricity, Water

Outputs: 1 type of Resource (excluding Oxygen, Nitrogen, and Vegetables)

Comes in multiple flavors. Plants tack the name of the output to the front of the building name. For example, a "Gold Nanoassembler" outputs Gold.


Nitrogenator 2x2

Inputs: Atomic Clay, Water, Electricity

Outputs: Nitrogen


Greenhouse 4x3

Inputs: Nitrogen, Water, Electricity

Outputs: Oxygen, Vegetables


Machine Shop 4x4

Inputs: Gold, Iron, Steel, FutureMetal1/2/3, or Titanium, as well as Electricity and Water

Outputs: Cast Gold, Cast Iron, Cast Steel, Cast FutureMetal1/2/3, Cast Titanium

Each metal requires a different machine shop. That is, a Gold Machine Shop, Iron Machine Shop, etc. One easy way to increase the number of buildings in the game will be to make a different machine shop for each shape. The shape could be set as a property of the building or an entirely different building. For example, a Gold Machine Shop could output Gold Contacts or Gold Wiring and circuitboards would then require Gold Contacts and Silicon instead of just Cast Gold and Silicon.


Metal Press 3x3

Inputs: Steel, Titanium, or FutureMetal1/2/3, as well as Electricity and Water

Outputs: Steel Sheet, Titanium Sheet, FutureMetal1/2/3 Sheet

The Metal Press is similar to the Machine Shop.


Photolithography Lab 3x4

Inputs: Gold+FutureMetalX Alloy, Silicon, Superconductors, Electricity, FutureGas1

Outputs: Circuitboards


Optics Lab 3x3

Inputs: Diamond, Silicon, Electricity, Water, FutureGas1

Outputs: Optical Chips


Kiln 2x3

Inputs: Carbon, Silicon, Water, Electricity, FutureGas1

Outputs: Ceramics


Nanotube Synthesizer 4x4

Inputs: Carbon, Electricity, FutureGas1

Outputs: Nanotubes


Computronics Lab 3x4

Inputs: Gold+FutureMetalX Alloy, Superconductors, Circtuiboards, Optical Chips, Crystal1, Electricity

Outputs: Computers

Modern computers are only a couple of milimeters wide.


Plastics Refinery 3x4

Inputs: Carbon, Atomic Clay, Silicon, Water, FutureGas1, Electricity

Outputs: Plastics


Steel Furnace 3x3

Inputs: Iron, Carbon, FutureGas1

Outputs: Steel


Gold+FutureMetal Alloy-ifier 3x3

Inputs: Gold, FutureMetalX, FutureGas1, Electricity

Outputs: Gold+FutureMetalX Alloy


Crystallizer 3x3

Inputs: Atomic Clay, FutureGas1, Electricity

Outputs: Crystal1

Used heavily in robotics and computronics.


Chemical Vapor Depositor 3x3

Inputs: Carbon, FutureGas1, Electricity

Outputs: Diamond


Hospital 3x4

Inputs: Pharmaceuticals, Computers, Electricity, Water, FutureGas1

Outputs: None

X Hospitals are required for every Y citizens.


Atmospheric Adjustor 4x5

Inputs: Oxygen, Nitrogen, Electricity, Water

Outputs: None

X Atmospheric Adjustors are required for every Y citizens.


Animal Husbandry Facility 4x4

Inputs: Vegetables, Nitrogen, Water

Outputs: Livestock


Slaughterhouse 2x2

Inputs: Livestock, Plastics, Electricity, Water

Outputs: Meat

Animal go in, meat come out.


Pharmaceuticals Lab 2x3

Inputs: Atomic Clay, Plastics, Vegetabls, Electricity, Water, FutureGas1

Outputs: Pharmaceuticals


Housing Various Sizes

Inputs: Electricity, Water, FutureGas1

Outputs: None

X population requires Y houses.


Commercial Warehouse Various Sizes

Inputs: Electricity, FutureGas1

Outputs: None

X population requires Y warehouses.


Commercial Distributors Various Sizes

Inputs: Electricity, Water, FutureGas1

Outputs: None

X population requires Y distributors.


Current Thoughts for current Buildings: Colony Sim Building Types

1.Power Generator

- Grade 1 Solar Panels - The smallest of the solar panel type building. Large solar panel clearly visible.

- Hydrogen Reactor - Joins hydrogen with oxygen to create power. Industrial style building. Would look like a futuristic version of todays power plants.


2.Residential Buildings

- Purpose of these buildings is to house individuals. - Grade 1 Residential Buildings

- Very basic living conditions. They should look as though they were built with efficiency in mind and comfort to the residents as an after thought.


3.Mining Buildings - Grade 1 Mining Robot control facility

- The purpose of this building is to man the robots that will be to man the robots that do the mining on asteroids. The identifying feature of the building would be a large radio antenna that would be used to control the robots. The artists would also have to create the model for the mining robots. They should look like small tanks with arms on them.


4.Refining Facilities

-Grade 1 Refining facility

- The purpose this building is to process raw ore into usable materials. The style could look something like a futuristic version of modern day foundries.


5.Storage Facilities

-Grade 1 Storage facility - The purpose of this building to store excess materials that have yet to be used. The style should look like a futuristic silo.


6.Food Center

- Grade 1 Food Center

- The purpose of this building is to create the food necessary to support the colony. The style should look like a large dome where plants and produce are grown. It would seem to be a self contained farm.


7.Science Center

-Grade 1 Science Center

- The purpose of this building is to research the various technologies that the colony would use. The style would should display a laboratory-esque atmosphere. It should possibly look overly complex as if they scientists were showing off their state of the art technology.


'8.Recreation Buildings

- Observation Deck: This building would be for the residents of the colony to gaze out into space. It should look like a futuristic version of an observatory.

- Park: This building should filled with trees, benches and paths for walking. It would allow for the residents to get away from the metallic monotany of the space station and escape to a more natural environment.

- Video Entertainment Facility: This building would be a large scale video arcade for the residents to go and have fun. The building should seem very flashy and eye catching, much like something you would see in Las Vegas.


9. Hybrid buildings

TBA


10. Molecular Laboratory

- Grade 1 Molecular Laboratory: The purpose of this building is to convert between different kinds of resources. The style should look like a cross between a foundry and a laboratory. The building would look as though it was designed by chemists.


Notes about Building art:

One of our main concerns is consistency in the art style between the main game and the minigames. The style strive for a singular look throught the whole game. If a cartoonish style is used in the minigames, that style should be preserved when switching back to the colony sim.

Also, as you may have noticed, many of the buildings have been labeled as grade 1. This is because the buildings will be upgradeable which will increase the benefits that they give to the player. We would like this upgrade to have a visual effect on the building, so this should be taken into account when the art is created. The lower tier building should look less sophisticated than the higher tier buildings.

Lines

Lines are used to transport utilities. Place a line adjacent to the appropriate plant to "charge" it. Uncharged lines do not transport their respective utility. Lines will automatically swap in a corner or appropriate crossing tile if the line turns or intersects another line.

Also, any building will act as a line to all adjacent buildings for all utilities. For example, building A is connected to a charged power line and a charged water pipe. Building A only uses electricity. Building B is adjacent to building A (but not the lines it is connected to) but only uses water. Building B is considered to be "powered" and "watered" (the specific types of charge for electricity and water).


Power Lines 1x1

Carries electricity.


Water Pipes 1x1

Carries water.


Gas Pipes 1x1

Caries FutureGas1.


Paths

Street 1x1

Significantly reduces the cost of travel for almost every unit. Turn pieces, T-intersections, and 4-way intersections are automatically swapped out for regular straight pieces where appropriate.


Rail 1x1(straight) 2x2(turn)

Trains can only travel on rails. Rails can intersect with other rails and streets and will automatically swap the previous structure for a rail-rail crossing or a street-rail crossing.