Changes for page Eco-System System Design

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

From version 44.1
edited by Adam Janus
on 2026/01/13 20:28
Change comment: Updated annotations
To version 40.1
edited by Adam Janus
on 2026/01/13 20:00
Change comment: Added annotation on "NPC Dialogue with Subtle Hints"

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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.
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385 -**Main comment by Adam ** ====
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386 386  
387 387  ~)~)~)
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1 -Core States
1 + Core States
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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.
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. 
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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.
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.
XWiki.XWikiComments[12]
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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!
Date
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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