Changes for page Eco-System System Design

Last modified by Utku Dagli on 2026/03/14 17:22

From version 21.2
edited by Alexandros Mloukie
on 2025/12/19 21:43
Change comment: There is no comment for this version
To version 38.1
edited by Adam Janus
on 2026/01/13 19:48
Change comment: Added annotation on "Environmental Disturbance T..."

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1 -XWiki.AlexandrosMloukie
1 +XWiki.AdamDesign
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159 159  |(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During rain, most prey will hide here from the rain. Other than rainy days, there will be no prey. During foggy periods, predators will be here.
160 160  |(% style="width:115px" %)Inner Cave|(% style="width:852px" %)A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
161 161  
162 -|=(((
163 -State/Creature
164 -)))|=Prey|=Predator|=Scavengers
162 +(% class="table-bordered" %)
163 +(% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
165 165  |=Resting|Sunny: Dense vegetation
166 166  Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation
167 167  Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
XWiki.XWikiComments[0]
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1 +xwiki:XWiki.AdamDesign
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1 +"Recuced Activity during Rain" - I see how it follows rules of resemblance and logic. I like the idea that its easier to hunt for prays in their nests while its raining or entering the cage to be suprised by a flock of predators in there. This has a lot of potential but how would you introduced that to player?
Date
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1 +2026-01-13 18:07:50.637
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1 + Core States
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[1]
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1 +xwiki:XWiki.AdamDesign
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1 +Well this is very problematic.
2 +\\This mechanic is mostly know form hunting simulators. Additionaly many players tend to play games while listening to something. Lastly,  It comes with readability issues. We would need tho have special "Listening" animation for each mob to make it readable, unless we going to communicate it via UI (we won't). 
3 +\\Sole idea of alert state is good, but in here we need to marge it with vison. So it applies to overall detection range etc. 
Date
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1 +2026-01-13 18:16:32.667
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1 +More reactive to the sound-based threats.
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[2]
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1 +xwiki:XWiki.AdamDesign
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1 +I assume it's general Tranistion diagram, not examplatory one right? 
2 +\\Well then I have troubles understanding it. It can't go form resting to alert? Maybe my assumption is wrong. 
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1 +2026-01-13 18:23:10.463
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1 +State Transition Diagram
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[3]
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1 +xwiki:XWiki.AdamDesign
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1 +There is a minor issue. I see what you ment by Rainy or foggy. But i would not go with hard naming rain or fogy. Name it low visbility & bad. You know if we decide that we would like to have a dessert layer then  bad weather still aplies but rainy not very much. 
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1 +2026-01-13 18:27:43.880
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1 +Weather System
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[4]
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1 +xwiki:XWiki.AdamDesign
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1 +Quite opposite, patterns are more diversed therefore sunny weather is worst for pattern reaptability
Date
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1 +2026-01-13 18:29:32.870
Selection
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1 +Player Strategy: Patterns are more predictable.
State
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[5]
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1 +xwiki:XWiki.AdamDesign
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1 +Well this is a major issue. 
2 +\\First of all it affects navigation, and if we are making game about resources scaristy it could be more deadly then predators by themself. I see how much it may be dependant by visuals of the fog  but its high risk. 
3 +\\Second, it's efectivly enforcing sneaking meachnics. Don't you think that forcing player to reduce the movemnt speed at effectivley entire map is could be radically affecting game pacing? 
4 +\\However, i like the idea of "I am traveling thourgh fog, and hapens to stumble upon pray that is suprised as much as I am" 
5 +\\I think problem lies in the fact that you give double advantage to mobs; 
6 +1 - player can't see them
7 +2 - they will hear player before they can be seen.
Date
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1 +2026-01-13 18:37:23.210
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1 +Player Strategies: Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[7]
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1 +xwiki:XWiki.AdamDesign
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1 +I thing you are to precise,  what about old buildings?  they seem similar that they are good shelters.
Date
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1 +2026-01-13 18:41:36.269
Selection
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1 +Cave Entrance
State
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[8]
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1 +xwiki:XWiki.AdamDesign
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1 +Sooo shallow in cave there are preys but deep in cave there are predators? 
2 +\\No, it would be hilarious.
Date
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1 +2026-01-13 18:53:24.175
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1 +Cave EntranceDuring rain, most prey will hide here from the rain. Other than rainy days, there will be no prey. During foggy periods, predators will be here.Inner CaveA Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest. 
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[9]
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1 +xwiki:XWiki.AdamDesign
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1 + We will need more of those + some diegetic higliter to  help player notice them
Date
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1 +2026-01-13 19:48:19.662
Selection
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1 +Environmental Disturbance Types
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome