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
on 2025/12/19 22:14
Change comment:
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To version 41.1
edited by Adam Janus
on 2026/01/13 20:04
on 2026/01/13 20:04
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Summary
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... ... @@ -1,1 +1,1 @@ 1 -XWiki.A lexandrosMloukie1 +XWiki.AdamDesign - Content
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... ... @@ -159,7 +159,8 @@ 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 ... ... @@ -380,6 +380,7 @@ 380 380 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Q4 **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)- Teaches: Environmental traces left by creatures. 381 381 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Q5**(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) - Teaches: Creature interactions with each other. 382 382 383 -==== ==== 384 +==== 385 +**Main comment by Adam ** ==== 384 384 385 385 ~)~)~)
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:07:50.637 - Selection
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... ... @@ -1,0 +1,1 @@ 1 + Core States - State
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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,3 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:16:32.667 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +More reactive to the sound-based threats. - State
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... ... @@ -1,0 +1,2 @@ 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. - Date
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 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. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:27:43.880 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Weather System - State
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Quite opposite, patterns are more diversed therefore sunny weather is worst for pattern reaptability - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:29:32.870 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Player Strategy: Patterns are more predictable. - State
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,7 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:37:23.210 - Selection
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +I thing you are to precise, what about old buildings? they seem similar that they are good shelters. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:41:36.269 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Cave Entrance - State
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,2 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:53:24.175 - Selection
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 + We will need more of those + some diegetic higliter to help player notice them - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 19:48:19.662 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Environmental Disturbance Types - State
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Well, we can't do that. This is a system that will affect food source for the player as well as is not directly introduced by the player. It must be consistant, it may be more complex by introducing new actors into it. But rules, conditions and dependecis must stay conistant thrught out the entire game. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 19:59:25.211 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +From Zone 2 to 4Creatures have less predictable behaviour.Creatures make less noise.They can be found in less predictable locations and are more likely to migrate between micro-zones or to areas close to their nests. Creatures will interact more frequently with one another.They fully respond to weather conditions. Visual and auditory detection ranges 30% lower than base conditions. As a result, 30% fewer triggers in the flee state.From Zone 5 to 6Creatures have less predictable behaviour.Creatures will fully interact with each other.Visual and auditory detection ranges 10% lower than base conditions. As a result, 10% fewer triggers in the flee state.From Zone 7 to 8Every behaviour will be in the base conditions, as explained in the previous section. - State
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Well, change it to direct coumniation via npc. notes, paintings etc. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 20:00:20.5 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +NPC Dialogue with Subtle Hints - State
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome