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 44.1
edited by Adam Janus
on 2026/01/13 20:28
Change comment: Updated annotations

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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  ~)~)~)
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1 - Core States
1 +Core States
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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 +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
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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 +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
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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 +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 +Test file.Eco-System System Design.WebHome
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1 +xwiki:XWiki.AdamDesign
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1 +Sooo shallow in cave there are preys but deep in cave there are predators? 
2 +\\No, it would be hilarious.
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1 +2026-01-13 18:53:24.175
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1 +Cave Entrance 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. Inner Cave A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
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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 + We will need more of those + some diegetic higliter to  help player notice them
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1 +2026-01-13 19:48:19.662
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1 +Environmental Disturbance Types
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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 +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.
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1 +2026-01-13 19:59:25.211
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1 +From Zone 2 to 4 Creatures 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 6 Creatures 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 8 Every behaviour will be in the base conditions, as explained in the previous section.
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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 +Well,  change it to direct coumniation via npc. notes, paintings etc.
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1 +2026-01-13 20:00:20.5
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1 +NPC Dialogue with Subtle Hints
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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 +First of all, good job. I like how you managed to make the system quite simple yet make it sensibly advanced. There are few problem that we must adress. 
2 +\\First problem being that current system realys too much on audio. I see and i like how it plays and what is that role. Unfortunetly, if we decided to go with it we are making few assumptions.  Biggest assumption is that peaople will actualy be listening to our game. Why? Big thing about survival game is that player set's their progression pace how they pleas. Many player don't like to rush them and sweat only when they decied to. That means when they are grinding resources, or just exploring they usually listening to something, podcast music or just yt. Next assumption is that they are using a good headphones, or eaven headphones.  What i mean by that audio can't be a main driver of player actions. You may use it to help player but not force them to relay on it.
3 +\\Second, i like the enviromental conditions based on elevation and water distance. However, i feel like you scratched surface with those  hint's. I see how event director could be introdeced. Some events that can be triggerd automaticly or if conditions are met, for examples: 
4 +\\- Player leaves a dead body of animal: they wait and scavengers appear. 
5 +-  PC is bleeding for a longer time? Predator that smeels blood apprears 
6 +-  player travesers world and if time and weather are correct they may hear a noises of fight and see birds flying away form there. If they go there they see a predator and prey fighting. (Here i don't condratic myself because it is optional and is  visual component is added). 
7 +\\Let me know if i expilained my point here well. 
8 +\\Overall great job!  Good start with great potential with only few quircks.  
9 +\\Review the document apply my remarks as well as preapare raw draft of this event director. Once both are ready, let me know!
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1 +2026-01-13 20:25:41.613
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1 +Main comment by Adam 
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1 +Test file.Eco-System System Design.WebHome