Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 28.1
edited by Adam Janus
on 2026/01/13 18:29
on 2026/01/13 18:29
Change comment:
Added annotation on "Player Strategy: Patterns a..."
To version 39.1
edited by Adam Janus
on 2026/01/13 19:59
on 2026/01/13 19:59
Change comment:
Added annotation on "From Zone 2 to 4Creatures h..."
Summary
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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 +Test file.Eco-System System Design.WebHome