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 41.1
edited by Adam Janus
on 2026/01/13 20:04
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -381,6 +381,7 @@
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" %)**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.
382 382  * (% 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.
383 383  
384 -==== ====
384 +====
385 +**Main comment by Adam ** ====
385 385  
386 386  ~)~)~)
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
XWiki.XWikiComments[10]
Author
... ... @@ -1,0 +1,1 @@
1 +xwiki:XWiki.AdamDesign
Comment
... ... @@ -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
... ... @@ -1,0 +1,1 @@
1 +2026-01-13 19:59:25.211
Selection
... ... @@ -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
... ... @@ -1,0 +1,1 @@
1 +SAFE
Target
... ... @@ -1,0 +1,1 @@
1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[11]
Author
... ... @@ -1,0 +1,1 @@
1 +xwiki:XWiki.AdamDesign
Comment
... ... @@ -1,0 +1,1 @@
1 +Well,  change it to direct coumniation via npc. notes, paintings etc.
Date
... ... @@ -1,0 +1,1 @@
1 +2026-01-13 20:00:20.5
Selection
... ... @@ -1,0 +1,1 @@
1 +NPC Dialogue with Subtle Hints
State
... ... @@ -1,0 +1,1 @@
1 +SAFE
Target
... ... @@ -1,0 +1,1 @@
1 +Test file.Eco-System System Design.WebHome