Changes for page Eco-System System Design

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

From version 25.1
edited by Adam Janus
on 2026/01/13 18:16
Change comment: Added annotation on "More reactive to the sound-..."
To version 33.1
edited by Adam Janus
on 2026/01/13 18:45
Change comment: Added annotation on "Within each biome, there ar..."

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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
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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
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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
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1 +2026-01-13 18:29:32.870
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1 +Player Strategy: Patterns are more predictable.
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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.
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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.
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
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1 +xwiki:XWiki.AdamDesign
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1 +High evlation -  seems more like a spot for predators to observe their teritory then resting place. Or, for a scavangers to look for food.
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1 +2026-01-13 18:39:57.805
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1 +High elevation
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1 +Test file.Eco-System System Design.WebHome
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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.
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1 +2026-01-13 18:41:36.269
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1 +Cave Entrance
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
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1 +xwiki:XWiki.AdamDesign
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1 +What about paths or openings in forest?
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1 +2026-01-13 18:42:21.970
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1 +Feature
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome
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1 +If you divde space into micro zones you have to do it with all space.  Especialy that if you devcide that it affect's spawning, doesn't it mean that outside of mirco-zones mobs can't spawn?
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1 +2026-01-13 18:45:50.554
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1 +Within each biome, there are special micro-zones that determine the creature density and spawn priority. These zones are tied to terrain features.
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome