Changes for page Eco-System System Design

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

From version 39.1
edited by Adam Janus
on 2026/01/13 19:59
Change comment: Added annotation on "From Zone 2 to 4Creatures h..."
To version 49.4
edited by Adam Janus
on 2026/03/10 19:04
Change comment: Deleted object

Summary

Details

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Content
... ... @@ -33,32 +33,33 @@
33 33  
34 34  == 1.1 - Layer 1: Creature State Machine ==
35 35  
36 -**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorized into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behavior varies under observable conditions, such as day and weather cycles.
36 +**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorised into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behaviour varies under observable conditions, such as day and weather cycles.
37 37  
38 38  === 1.1.1 - Core States ===
39 39  
40 -(% class="table-bordered" %)
41 -(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1019px;" %)Characteristics
42 -|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1019px" %)(((
40 +(% class="table-bordered" style="width:1210px" %)
41 +(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1058px;" %)Characteristics
42 +|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1058px" %)(((
43 43  * Low activity, reduced movement
44 -* Found in a sheltered location (caves, dense foliage, nest, etc.)
44 +* Found in a sheltered location (caves, dense foliage, nest, deep water, etc.)
45 45  * Increased during rain
46 46  * Creatures are less aggressive and easier to approach.
47 47  ** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive.
48 48  ** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away.
49 49  )))
50 -|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)(((
50 +|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1058px" %)(((
51 51  * Active foraging/hunting
52 52  * Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures)
53 53  * Peak activity during sunny conditions.
54 +** For underwater creatures, unless it's raining, they could be in a feeding state.
54 54  )))
55 -|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)(((
56 +|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1058px" %)(((
56 56  * Transitional movement between states
57 57  * Creatures move between micro-zones when there is a situation related to that creature. For instance, if the prey creature is in the feeding state, it can move from the opening to the forest edge to eat tasty berries.
58 58  * Follows terrain-based pathways, such as waterways and ridgelines.
59 59  * The most unpredictable state creates variances.
60 60  )))
61 -|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)(((
62 +|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1058px" %)(((
62 62  * Defending specific areas.
63 63  * Aggressive toward all intruders.
64 64  * Around nests and sheltered locations.
... ... @@ -65,24 +65,22 @@
65 65  * Localised to specific locations.
66 66  * **Prey:** When the player or another predator enters the prey’s territory, if the prey has an attack chance or can attack (like a deer using its antlers to attack), it will attack to knock the player or the predator down and run away.
67 67  )))
68 -|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)(((
69 +|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1058px" %)(((
69 69  * Drawn to the recent kill sites.
70 70  * Appears after predators or the player’s hunt
71 71  * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
72 72  )))
73 -|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)(((
74 +|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
74 74  * Auditory awareness increased
75 75  * They move slowly
76 76  * More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
77 77  )))
78 -|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)(((
79 +|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
79 79  * Triggers after the creature feels threatened.
80 80  )))
81 81  
82 -==== State Transition Diagram ====
83 +==== State Transitions ====
83 83  
84 -[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
85 -
86 86  (% class="table-bordered" %)
87 87  (% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
88 88  |Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
... ... @@ -97,12 +97,12 @@
97 97  * Visibility: 100%
98 98  * Audio range: 100%
99 99  * Movement: 100%
100 -* Normal creature behaviors
99 +* Normal creature behaviours
101 101  * Standard schedules are followed, and creatures operate at full activity level.
102 102  * Vision-based detection at maximum range
103 -* **Player Strategy:** Patterns are more predictable.
102 +* **Player Strategy:** Patterns are less predictable because the creatures will travers without being in alert state. However creatures will be more visible so the PC could engage more easily, too.
104 104  )))
105 -|Rainy|(((
104 +|Bad Weather (Rainy, Storm, etc.)|(((
106 106  * Visibility: 80%
107 107  * Audio Range: 60%
108 108  * Movement: 70%
... ... @@ -114,7 +114,7 @@
114 114  * Caves could have groups of predators; players must be careful.
115 115  * **Player Strategies:** Check shelter locations, check caves, check dense vegetation.
116 116  )))
117 -|Foggy|(((
116 +|Low Visibility (Fog, Sand storm, etc.)|(((
118 118  * Visibility: 40%
119 119  * Audio range: 150%
120 120  * Movement: 70%
... ... @@ -139,30 +139,38 @@
139 139  (% class="table-bordered" %)
140 140  (% class="active" %)|=Feature|=Description
141 141  |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
142 -|Dense Vegetation|Dense forests with thick vegetation such as trees, bushes, plants, etc. This zone serves as a resting ground for prey.
143 -|Cave Entrance|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too.
144 -|Riverside/Seashore|Where all animals drink or hang out. Still, predators and scavengers hunt and feed here. Also, some predators are in the water to hunt fish.
141 +|Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey.
142 +|Cave Entrance/Old Buildings|Dark tunnels or just an entrance of a cave or just abandoned building and old building ruins; mostly predators rest and if there are no predators around preys could also use it as a shelter during heavy rain.
143 +|Riverside/Seashore|(((
144 +Where all animals drink or hang out. Still, predators and scavengers hunt and feed here. Also, some predators are in the water to hunt fish.
145 +)))
146 +|Shallow Water|(((
147 +Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals.
148 +)))
149 +|Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem.
145 145  
146 146  === 1.2.1 - Micro-zone types ===
147 147  
148 148  (% class="table-bordered" %)
149 149  (% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description
155 +|(% colspan="1" rowspan="2" style="width:200px" %){{info}}Water Ecosystem{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hangs out, feeds and scavangers other animals.
156 +|(% style="width:115px" %)-50m and Below|(% style="width:852px" %)Deep water. Water creatures hides from the entities outside of the water ecosystem. Water creatures' shelter is in deep water.
150 150  |(% colspan="1" rowspan="3" style="width:200px" %){{info}}Water Proximity Zones (Riverside/Seashores){{/info}}|(% style="width:115px" %)0-50m|(% style="width:852px" %)All the creatures drink water. Some predators hunt prey or fish in the water.
151 151  |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
152 152  |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
153 153  |(% colspan="1" rowspan="3" style="width:200px" %){{warning}}Elevation Zone{{/warning}}|(% style="width:115px" %)High Ground|(% style="width:852px" %)Predators and scavengers' resting place. If territorial, they become aggressive when an outsider approaches.
154 154  |(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
155 -|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or feeding place, depending on the density of the vegetation.
162 +|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
156 156  |(% colspan="1" rowspan="3" style="width:200px" %){{success}}Vegetation Density{{/success}}|(% style="width:115px" %)Dense|(% style="width:852px" %)Where the prey primarily hide and rest. If there is a prey nest, the prey are territorial. There could also be predators for players to hunt, but players will mainly find prey. During fog and rain, there will be no predators in here.
157 157  |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
158 158  |(% style="width:115px" %)Clearings|(% style="width:852px" %)Where the prey feeds on bushes and grass. Where the predators haunt prey, and scavengers feast on carcasses.
159 -|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)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.
166 +|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During the rain, if there are no predators around most prey will hide here from the rain. If there are predators around the pray will smell their scent and will not even try it as a shelter. Which will create uncertainty for the player whether they found prey or predator in here. Other than rainy days, there will be no prey. During foggy periods, predators will be here.
160 160  |(% style="width:115px" %)Inner Cave|(% style="width:852px" %)A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
161 161  
162 162  (% class="table-bordered" %)
163 163  (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
164 164  |=Resting|Sunny: Dense vegetation
165 -Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation
172 +Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation
166 166  Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
167 167  |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2.
168 168  Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
... ... @@ -192,7 +192,6 @@
192 192  
193 193  ==== (% 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" %)**1.3.2 - Prey-Prey Interaction**(%%) ====
194 194  
195 -
196 196  * (% 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" %)During sunny weather, prey will spawn and will stay more dispersed
197 197  * (% 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" %)During foggy weather, they spawn and remain more clustered. Herd-like.
198 198  * (% 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" %)Some creatures will be designed as herds. (Will be specified later)
... ... @@ -317,42 +317,10 @@
317 317  
318 318  === **2.2 - Creature Behaviour Complexity Progression** ===
319 319  
320 -
321 321  (% style="line-height:1.38" %)
322 -(% 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" %)This section explains the creature behaviours, and to convey the progression to the player, I designed the complexity increase through zone changes. However, when the player reaches the next zone, and its complexity increases, the previous zone's complexity increases as well.
327 +(% style="color:#000000; font-family:Arial,sans-serif; font-size:14.6667px; white-space-collapse:preserve" %)In each layer there will be new creatures which may be different in many aspects than the previous layers. Which the player will get used to each creature in the new layer. However there are also suggestions below which may help to improve the complexity of the creature behaviour or the challenge to the player.
323 323  
324 324  (% style="line-height:1.38" %)
325 -(% 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" %)**At Zone 1 **
326 -
327 -* (% 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" %)Creatures have more predictable behaviours.
328 -* (% 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" %)Creatures make more noise.
329 -* (% 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" %)They can be found in more predictable locations, such as openings, along waterways, cave entrances or near bushes.
330 -* (% 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" %)They react less to the weather conditions.
331 -* (% 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" %)Visual and auditory detection ranges 50% lower than base conditions. As a result, 50% fewer triggers in the flee state.
332 -
333 -(% style="line-height:1.38" %)
334 -(% 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" %)**From Zone 2 to 4**
335 -
336 -* (% 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" %)Creatures have less predictable behaviour.
337 -* (% 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" %)Creatures make less noise.
338 -* (% 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" %)They can be found in less predictable locations and are more likely to migrate between micro-zones or to areas close to their nests.
339 -* (% 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" %)Creatures will interact more frequently with one another.
340 -* (% 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" %)They fully respond to weather conditions.
341 -* (% 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" %)Visual and auditory detection ranges 30% lower than base conditions. As a result, 30% fewer triggers in the flee state.
342 -
343 -(% style="line-height:1.38" %)
344 -(% 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" %)**From Zone 5 to 6**
345 -
346 -* (% 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" %)Creatures have less predictable behaviour.
347 -* (% 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" %)Creatures will fully interact with each other.
348 -* (% 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" %)Visual and auditory detection ranges 10% lower than base conditions. As a result, 10% fewer triggers in the flee state.
349 -
350 -(% style="line-height:1.38" %)
351 -(% 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" %)**From Zone 7 to 8**
352 -
353 -* (% 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" %)Every behaviour will be in the base conditions, as explained in the previous section.
354 -
355 -(% style="line-height:1.38" %)
356 356  (% 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" %)**Design Notes**
357 357  
358 358  * (% 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" %)Instead of zones, playing time could be used to set the complexity progression.
... ... @@ -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 -==== ====
358 +====
359 +**Main comment by Adam ** ====
385 385  
386 386  ~)~)~)
XWiki.XWikiComments[0]
Selection
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1 - Core States
1 +Core States
XWiki.XWikiComments[2]
Original Selection
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1 +State Transition Diagram
Selection
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1 -State Transition Diagram
1 +State Transitions Creatur
State
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1 -SAFE
1 +UPDATED
XWiki.XWikiComments[4]
Original Selection
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1 +Player Strategy: Patterns are more predictable.
Selection
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1 -Player Strategy: Patterns are more predictable.
1 +Player Strategy: Patterns are less predictable because the creatures will travers without being in alert state.
State
... ... @@ -1,1 +1,1 @@
1 -SAFE
1 +UPDATED
XWiki.XWikiComments[8]
Author
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1 -xwiki:XWiki.AdamDesign
Comment
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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.
Date
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1 -2026-01-13 18:53:24.175
Selection
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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 -SAFE
Target
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1 -Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[10]
Original Selection
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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.
Selection
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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.
1 +to each creature in the new layer. However there are also suggestions below which may help to improve the complexity of the creature behaviour or the challenge to the player.
State
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1 -SAFE
1 +UPDATED
XWiki.XWikiComments[11]
Author
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +Well,  change it to direct coumniation via npc. notes, paintings etc.
Date
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1 +2026-01-13 20:00:20.5
Selection
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1 +NPC Dialogue with Subtle Hints
State
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1 +SAFE
Target
... ... @@ -1,0 +1,1 @@
1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[12]
Author
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1 +xwiki:XWiki.AdamDesign
Comment
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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 +SAFE
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1 +Test file.Eco-System System Design.WebHome
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1 +XWiki.utkudagli
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1 +Mainly i desined this document to focus on the creatures behaviours. So main focus in here is not PvE more likely EvE like how creatures will engage with each other. Like where the creatures will rest, what they will react to, how they behave, etc. These information could be used by the player to learn the creatures behaviours but i don't think that it is heavily rely on audio.
2 +\\Since this is a survival game, I think that we could also benefit from the sense of hearing. Yes, some players will not going to listen the environment audio but some will do it. Also, if we focus on the people who'll listen podcast while playing, we may lose the immersion elements, where the people who listens the game audio will be sad about it. Some gamers prefers immersion in survival games.
3 +\\For the environmental conditions you are completely right, it is just a scratch at the surface and I think that instead of implementing in this document it should be another document for the event manager. Which you send me the event manager reference video to me which I will look at it.
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1 +2026-03-07 15:39:48.371
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1 +12
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1 +XWiki.utkudagli
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1 +Since we will have different creatures in each layer, what about using the experience level system which also affects the players interaction with the world. For instance, let's say as the player levels up the creatures also levels up like their HP will increase, their armour will increase, prey's damage will increase, etc. This will help us to maintain the challenge while the PC getting stronger.
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1 +2026-03-07 15:51:58.752
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XWiki.XWikiComments[16]
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1 +Definetly, since we will have specific creatures, they will leave their own spesific marks on the environment. If that's okay I will try to discuss this with the narrative team bc they could inform us about how they imagined what kind of marks they could leave on the environment.
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1 +2026-03-07 15:54:29.940
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1 +9
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1 +I was more likely thinking about the idea that if there are no preadators around prey could use it as a shelter. And this will create a suprise moment for the player bc they could not know if there will be preys or predators in here.
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1 +2026-03-07 16:02:50.233
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1 +8
XWiki.XWikiComments[18]
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1 +XWiki.utkudagli
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1 +How would you prefer to approach in here? I think that the fog creates a great layer in here to create tension.
2 +\\I think we could solve this issue with changing the dependencies. We could reduce the fog density, and we could reduce the predators activity which the player may encounter a predator in rare ocasion and if they stumble upon each other the prey could act suprised or scared which will create a gap for the player to be prepared to fight against the predator.
3 +\\What do you think?
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1 +2026-03-07 16:09:38.148
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1 +5
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1 +XWiki.utkudagli
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1 +I see what you mean I will adapt according to it. However I think we should also plan the weather events that could occur in the game world. For instance when you say dessert layer I started to think that will we have smth like a sand storm.
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1 +2026-03-07 16:16:21.727
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XWiki.XWikiComments[20]
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1 +But we can't say that the creatures will not react on environment sounds that comming from nearby places. This may ruin the immersion. I understand that we shouldn't be relying on audio but I guess that we should also leave a space for creatures for reacting the environmental sounds that could hint to the creatures that smth is approaching. Maybe we could solve this reducing the sound cue range, that hints the creature smth is approaching.
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1 +2026-03-07 16:22:20.868
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XWiki.XWikiComments[21]
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1 +XWiki.utkudagli
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1 +Introducing to the player via NPC would be a way or players could experience it and they may start to think that okay caves could be dangerous to enter. Which I think that this is always the case in most of the games. If you entering inside a cave, you could find smth great and you may face enemies that could kill you. I think players could create the connection between these.
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1 +2026-03-07 16:25:44.87
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1 +0