Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 24.1
edited by Adam Janus
on 2026/01/13 18:07
on 2026/01/13 18:07
Change comment:
Added annotation on " Core States"
To version 38.1
edited by Adam Janus
on 2026/01/13 19:48
on 2026/01/13 19:48
Change comment:
Added annotation on "Environmental Disturbance T..."
Summary
-
Objects (0 modified, 8 added, 0 removed)
Details
- XWiki.XWikiComments[1]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -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
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:16:32.667 - Selection
-
... ... @@ -1,0 +1,1 @@ 1 +More reactive to the sound-based threats. - State
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
- XWiki.XWikiComments[2]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -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
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:23:10.463 - Selection
-
... ... @@ -1,0 +1,1 @@ 1 +State Transition Diagram - State
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
- XWiki.XWikiComments[3]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -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
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:27:43.880 - Selection
-
... ... @@ -1,0 +1,1 @@ 1 +Weather System - State
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
- XWiki.XWikiComments[4]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -1,0 +1,1 @@ 1 +Quite opposite, patterns are more diversed therefore sunny weather is worst for pattern reaptability - Date
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:29:32.870 - Selection
-
... ... @@ -1,0 +1,1 @@ 1 +Player Strategy: Patterns are more predictable. - State
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
- XWiki.XWikiComments[5]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -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
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:37:23.210 - Selection
-
... ... @@ -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
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
- XWiki.XWikiComments[7]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -1,0 +1,1 @@ 1 +I thing you are to precise, what about old buildings? they seem similar that they are good shelters. - Date
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:41:36.269 - Selection
-
... ... @@ -1,0 +1,1 @@ 1 +Cave Entrance - State
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
- XWiki.XWikiComments[8]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -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
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:53:24.175 - Selection
-
... ... @@ -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
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
- XWiki.XWikiComments[9]
-
- Author
-
... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
-
... ... @@ -1,0 +1,1 @@ 1 + We will need more of those + some diegetic higliter to help player notice them - Date
-
... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 19:48:19.662 - Selection
-
... ... @@ -1,0 +1,1 @@ 1 +Environmental Disturbance Types - State
-
... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
-
... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome