The general idea is to have Deep Water implemented as a new feature via Landscaping tools, with a rather complicated explanation as to how it could work in-game using images for further demonstration.
I've noticed that some people would like to see deep water in the game, sometimes for swimming dinosaur animations. But, never has anyone ever thought of and "dug deep" enough as to how deep water in-game could work out, based on how Jurassic World Evolution is designed.
"Digging deep" was what I did for this idea's case to see how exactly, should it be planned to become a thing, deep water as a whole could potentially work out well, in concept.
First off, deep water should have a limited depth. Meaning, you can only make water so deep to a certain degree. Using my experimental enclosure on my Isla Nublar map, I've demonstrated of how I think how deep water can be in Image #1 below.
There is an absolute very good reason as to why I think it should be like this. But, before we get to that reason, let's talk about how the fences in-game should affect deep water surfaces in Image #2 as it will help me explain the reason a little more.
For fencing, I think it should be like the buildings to that degree, where they flatten the terrain around them. Fences in-game can't do that, but I think they should when it comes to the deep water, since it wouldn't make sense for them to go under the water, if you know what I mean.
Now for my good reasoning for why the elements in my two images above should work with deep water: I believe that all dinosaurs should be able to go into deep water. For your small herbivores, medium herbivores, armored herbivores, small carnivores, and large carnivores, they should all have their own real-time swimming movements when they enter deep water, and my ditch from in Image #1 is actually deep enough for them to actually float and swim. On the contrary, the giant herbivores (the all of which are sauropods) I think are too heavy looking to be swimming properly, so I think it's best that they should "walk" in deep water instead. You can see how this can be below in Images #3 and #4.
The very sole reason as why I think all dinosaurs in-game should be able to go into deep water and why the fences should raise the level of water back to "shallow" when placed in deep water is this: Jurassic World Evolution is a video game that is well themed to its parent franchise, the Jurassic World trilogy saga of the Jurassic Park franchise’s film universe series. The biggest element this series has is dinosaur chaos, which includes dinosaur breakouts. In fact, there are few missions in-game that requires you to contain "Aggravated" behavior mode dinosaurs, mission require individuals with scripted aggressive behavior that automatically makes them rampage, or even just typical stressed out dinosaurs like the required diplodocus and deinonychus you must create and torture for Isla Tacano's science mission, from escaping or what not.
If deep water made it so that any dinosaur species couldn't go into deep water and is surrounded by it where it couldn’t escape, that would most certainly break the immersion of the JP feel the game already has. But in Image #5, I am confident that the raised and flattened ground when fencing is placed in deep water concept is flat enough for any dinosaur to stand on and, should they do so, break the fences without worrying about swimming while doing it.
Terraforming wise, I think it could be similar to how the terrain tools under Landscaping work in a couple of ways I could think of. One: Deep Water could be a tool of it's own that will instantly place that specific deepness of water I showcased into your parks. Two: It could be something similar to the "Terrain" tab where you can determine how deep the water can be, and how much of a slope you want it to be.
(The only real question I have for this is, would the foliage the nature painting tool of Landscaping can place (Forest and Shrubs) and scenery tree objects still be placed and appear in deep water. I know that scenery rock objects would be okay, but what about the foliage you can place from the Landscaping and Scenery tabs?)
Never the less, this is how I think deep water could work out, should it be planned and decided to be implemented in-game.
I've noticed that some people would like to see deep water in the game, sometimes for swimming dinosaur animations. But, never has anyone ever thought of and "dug deep" enough as to how deep water in-game could work out, based on how Jurassic World Evolution is designed.
"Digging deep" was what I did for this idea's case to see how exactly, should it be planned to become a thing, deep water as a whole could potentially work out well, in concept.
First off, deep water should have a limited depth. Meaning, you can only make water so deep to a certain degree. Using my experimental enclosure on my Isla Nublar map, I've demonstrated of how I think how deep water can be in Image #1 below.
For fencing, I think it should be like the buildings to that degree, where they flatten the terrain around them. Fences in-game can't do that, but I think they should when it comes to the deep water, since it wouldn't make sense for them to go under the water, if you know what I mean.
If deep water made it so that any dinosaur species couldn't go into deep water and is surrounded by it where it couldn’t escape, that would most certainly break the immersion of the JP feel the game already has. But in Image #5, I am confident that the raised and flattened ground when fencing is placed in deep water concept is flat enough for any dinosaur to stand on and, should they do so, break the fences without worrying about swimming while doing it.
(The only real question I have for this is, would the foliage the nature painting tool of Landscaping can place (Forest and Shrubs) and scenery tree objects still be placed and appear in deep water. I know that scenery rock objects would be okay, but what about the foliage you can place from the Landscaping and Scenery tabs?)
Never the less, this is how I think deep water could work out, should it be planned and decided to be implemented in-game.