Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
To version 26.1
edited by Adam Janus
on 2026/01/13 18:23
on 2026/01/13 18:23
Change comment:
Added annotation on "State Transition Diagram"
Summary
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Details
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... ... @@ -1,1 +1,0 @@ 1 -xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,1 +1,0 @@ 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
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... ... @@ -1,1 +1,0 @@ 1 -2026-01-13 18:27:43.880 - Selection
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... ... @@ -1,1 +1,0 @@ 1 -Weather System - State
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... ... @@ -1,1 +1,0 @@ 1 -SAFE - Target
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... ... @@ -1,1 +1,0 @@ 1 -Test file.Eco-System System Design.WebHome
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... ... @@ -1,1 +1,0 @@ 1 -xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,1 +1,0 @@ 1 -Quite opposite, patterns are more diversed therefore sunny weather is worst for pattern reaptability - Date
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... ... @@ -1,1 +1,0 @@ 1 -2026-01-13 18:29:32.870 - Selection
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... ... @@ -1,1 +1,0 @@ 1 -Player Strategy: Patterns are more predictable. - State
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... ... @@ -1,1 +1,0 @@ 1 -SAFE - Target
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... ... @@ -1,1 +1,0 @@ 1 -xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,7 +1,0 @@ 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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... ... @@ -1,1 +1,0 @@ 1 -2026-01-13 18:37:23.210 - Selection
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... ... @@ -1,1 +1,0 @@ 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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... ... @@ -1,1 +1,0 @@ 1 -SAFE - Target
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... ... @@ -1,1 +1,0 @@ 1 -Test file.Eco-System System Design.WebHome
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... ... @@ -1,1 +1,0 @@ 1 -xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,1 +1,0 @@ 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. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2026-01-13 18:39:57.805 - Selection
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... ... @@ -1,1 +1,0 @@ 1 -High elevation - State
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... ... @@ -1,1 +1,0 @@ 1 -SAFE - Target
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... ... @@ -1,1 +1,0 @@ 1 -Test file.Eco-System System Design.WebHome
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... ... @@ -1,1 +1,0 @@ 1 -xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,1 +1,0 @@ 1 -I thing you are to precise, what about old buildings? they seem similar that they are good shelters. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2026-01-13 18:41:36.269 - Selection
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... ... @@ -1,1 +1,0 @@ 1 -Cave Entrance - State
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... ... @@ -1,1 +1,0 @@ 1 -SAFE - Target
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... ... @@ -1,1 +1,0 @@ 1 -xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,1 +1,0 @@ 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? - Date
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... ... @@ -1,1 +1,0 @@ 1 -2026-01-13 18:45:50.554 - Selection
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... ... @@ -1,1 +1,0 @@ 1 -Within each biome, there are special micro-zones that determine the creature density and spawn priority. These zones are tied to terrain features. - State
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... ... @@ -1,1 +1,0 @@ 1 -SAFE - Target
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... ... @@ -1,1 +1,0 @@ 1 -Test file.Eco-System System Design.WebHome