Changes for page Eco-System System Design

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

From version 22.1
edited by Alexandros Mloukie
on 2025/12/19 22:14
Change comment: There is no comment for this version
To version 28.1
edited by Adam Janus
on 2026/01/13 18:29
Change comment: Added annotation on "Player Strategy: Patterns a..."

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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 -|=State/Creature|=Prey|=Predator|=Scavengers
162 +(% class="table-bordered" %)
163 +(% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
163 163  |=Resting|Sunny: Dense vegetation
164 164  Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation
165 165  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
Selection
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1 + Core States
State
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1 +SAFE
Target
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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
Selection
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1 +More reactive to the sound-based threats.
State
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1 +SAFE
Target
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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
State
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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
Selection
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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
Comment
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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
Target
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1 +Test file.Eco-System System Design.WebHome