Changes for page Eco-System System Design

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

From version 46.6
edited by Utku Dagli
on 2026/03/07 15:54
Change comment: Added comment
To version 56.1
edited by Utku Dagli
on 2026/03/13 20:34
Change comment: Updated annotations

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Content
... ... @@ -72,9 +72,8 @@
72 72  * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
73 73  )))
74 74  |(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
75 -* Auditory awareness increased
76 76  * They move slowly
77 -* More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
76 +* More reactive to the nearby threats. A slight sound cue could trigger the prey to transition into the flee state.
78 78  )))
79 79  |(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
80 80  * Triggers after the creature feels threatened.
... ... @@ -99,9 +99,9 @@
99 99  * Normal creature behaviours
100 100  * Standard schedules are followed, and creatures operate at full activity level.
101 101  * Vision-based detection at maximum range
102 -* **Player Strategy:** Patterns are more predictable.
101 +* **Player Strategy:** Patterns are less predictable because the creatures will traverse without being in an alert state. However, creatures will be more visible, so the PC could engage more easily, too.
103 103  )))
104 -|Rainy|(((
103 +|Bad Weather (Rainy, Storm, etc.)|(((
105 105  * Visibility: 80%
106 106  * Audio Range: 60%
107 107  * Movement: 70%
... ... @@ -113,21 +113,23 @@
113 113  * Caves could have groups of predators; players must be careful.
114 114  * **Player Strategies:** Check shelter locations, check caves, check dense vegetation.
115 115  )))
116 -|Foggy|(((
117 -* Visibility: 40%
118 -* Audio range: 150%
115 +|Low Visibility (Fog, Sandstorm, etc.)|(((
116 +* Visibility: 60%
117 +* Audio range: 70%
119 119  * Movement: 70%
120 -* Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state.
121 -* Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly.
122 -* Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators.
123 -* **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
119 +* Fog dampens environmental sounds, reducing audio clarity for both players and creatures.
120 +* Since the audio was muffled, the source of the sound could not be easily identified.
121 +* The detection range is reduced during fog. Creatures will be on alert but will easily lose the trace of others in the fog.
122 +* Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension.
123 +* Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC.
124 +* **Player Strategies:** Move carefully, never know where the danger lies. However, can easily escape from danger.
124 124  )))
125 125  
126 126  (% class="table-bordered" %)
127 127  (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
128 128  |Sunny|100%|100%|1.0x|100%|100%
129 -|Rainy|70%|40%|2.0x|80%|60%
130 -|Foggy|80%|60%|1.5x|40%|150%
130 +|Bad Weather|70%|40%|2.0x|80%|60%
131 +|Low Visibility|80%|60%|1.5x|50%|70%
131 131  
132 132  [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
133 133  
... ... @@ -139,22 +139,21 @@
139 139  (% class="active" %)|=Feature|=Description
140 140  |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
141 141  |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|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too.
143 +|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.
143 143  |Riverside/Seashore|(((
144 144  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.
145 145  )))
146 146  |Shallow Water|(((
147 -Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals.
148 +Where the small amphibious creatures from the water ecosystem hang out, hunt with small bugs or scavenge the dead animals.
148 148  )))
149 -|Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem.
150 +|Deep Water|Where the creatures from the water ecosystem hide and shelter from the entities outside of the water ecosystem.
150 150  
151 151  === 1.2.1 - Micro-zone types ===
152 152  
153 153  (% class="table-bordered" %)
154 154  (% 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
156 -{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hangs out, feeds and scavangers other animals.
157 -|(% 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.
156 +|(% colspan="1" rowspan="2" style="width:200px" %){{info}}Water Ecosystem{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hang out, feed, and scavenge from other animals.
157 +|(% style="width:115px" %)-50m and Below|(% style="width:852px" %)Deep water. Water creatures hide from the entities outside of the water ecosystem. Water creatures' shelter is in deep water.
158 158  |(% 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.
159 159  |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
160 160  |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
... ... @@ -164,13 +164,13 @@
164 164  |(% 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.
165 165  |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
166 166  |(% 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.
167 -|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During the 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.
167 +|(% 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 prey will smell their scent and will not even try to use it as a shelter. This will create uncertainty for the player whether they found prey or a predator in here. Other than rainy days, there will be no prey. During foggy periods, predators will be here.
168 168  |(% 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.
169 169  
170 170  (% class="table-bordered" %)
171 171  (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
172 172  |=Resting|Sunny: Dense vegetation
173 -Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation
173 +Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation
174 174  Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
175 175  |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2.
176 176  Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
... ... @@ -188,12 +188,12 @@
188 188  * (% 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" %)**Sunny Weather**
189 189  ** (% 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' visual detection range will be 100 meters.
190 190  ** (% 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" %)The audio detection range will be 50 meters.
191 -* (% 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" %)**Foggy Weather**
191 +* (% 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" %)**Low Visibility Weather (Fog/Desert Storm)**
192 192  ** (% 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 Detection will be 40 meters.
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" %)Audio Detection will be 100 meters.
194 -** (% 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" %)Within 50 meters, a slight leaf crunch will trigger the flee state.
195 -* (% 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" %)**Rainy Weather**
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" %)Visual Detection range will be 60 meters.
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" %)Audio Detection will be 70 meters.
194 +** Audio is muffled. The audio source is hard to identify, so predators will be able to easily lose prey's tracks.
195 +* (% 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" %)**Bad Weather**
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" %)Visual detection range will be 60 meters.
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" %)The audio detection range will be 30 meters.
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" %)Most of the sounds will be muffled by rain interference.
199 199  ** (% 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" %)Within 10 meters, a slight leaf crunch is audible.
... ... @@ -201,22 +201,21 @@
201 201  ==== (% 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**(%%) ====
202 202  
203 203  * (% 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
204 -* (% 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.
204 +* (% 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 low-visibility and bad weather, they spawn and remain more clustered. Herd-like.
205 205  * (% 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)
206 -* (% 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" %)If herds or herd-like creature groups trigger each other. For instance, if a prey animal detected a predator, triggering the flee state and initiating a run, the rest of the herd would also enter the flee state and run.
206 +* (% 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" %)If herds or herd-like groups of creatures trigger each other. For instance, if a prey animal detected a predator, triggering the flee state and initiating a run, the rest of the herd would also enter the flee state and run.
207 207  
208 208  **1.3.3 - Scavenger Interaction**
209 209  
210 -
211 211  * (% 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" %)After the player or any other creature kills a creature, scavengers spawn depending on the weather conditions.
212 212  * (% 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" %)If the weather is sunny, scavengers will spawn in 5 minutes near the carcass.
213 -* (% 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" %)If the weather is foggy, scavengers will spawn in 7 minutes near the carcass.
214 -* (% 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" %)If the weather is rainy, scavengers will spawn in 10 minutes near the carcass.
212 +* (% 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" %)If the weather is low-visibility, scavengers will spawn near the carcass in 10 minutes.
213 +* (% 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" %)If the weather is bad, scavengers will spawn near the carcass in 12 minutes.
215 215  
216 -|Time: 0|Kill Occurs
215 +|Time|Kill Occurs
217 217  |Sunny Weather|5 mins: Scavenger arrives
218 -|Foggy Weather|7 mins: Scavenger arrives
219 -|Rainy Weather|10 mins: Scavenger arrives
217 +|Low Visibility Weather|10 mins: Scavenger arrives
218 +|Bad Weather|12 mins: Scavenger arrives
220 220  |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes
221 221  |Time: 20+ mins|Carcass despawns if not scavenged
222 222  
... ... @@ -273,10 +273,10 @@
273 273  * (% 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" %)Foggy: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player
274 274  
275 275  (% style="line-height:1.38" %)
276 -(% 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" %) 150m
275 +(% 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" %) 70m
277 277  
278 278  (% style="line-height:1.38" %)
279 -(% 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" %) Echo Effect, harder to pinpoint
278 +(% 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" %) Muffled and harder to pinpoint
280 280  
281 281  
282 282  **Audio Range Table**
... ... @@ -284,7 +284,7 @@
284 284  |=Weather|=Base Range|=Modifier|=Effective Range|=Directionality|=Player Strategy
285 285  |Sunny|100m|1.0x|100m|Clear|Accurate tracking
286 286  |Rainy|100m|0.6x|60m|Muffled|Close-range only
287 -|Foggy|100m|1.5x|150m|Echoing|Wide area search
286 +|Foggy|100m|0.7x|70m|Muffled|Wide area search
288 288  
289 289  ==== **1.4. - Environmental Disturbance Types** ====
290 290  
... ... @@ -292,16 +292,13 @@
292 292  * (% 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" %)**Crushed grass: **(% 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" %)When the creature walks on grass or in a wheat field, it crushes the grass or wheat, indicating its presence.
293 293  * (% 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" %)**Broken branches: **(% 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" %)When the creature walks on a tree branch on the ground or near a tree, or breaks a branch, this indicates the creature is nearby.
294 294  * (% style="color:#000000; font-size:11pt; margin:0px; padding:0px" %)**Disturbed water:** Indicates the creature is passing by, or drank a couple of seconds ago, or is still drinking.
295 -* (% 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" %)**Mud Tracks: **(% 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" %)Footprints will spawn on rainy days, and the water will fill them. Due to that, the fresh tracks will last longer. But in the following rain, if the footprints are still alive, they will start to fade away, as explained in 2.4.1
294 +* (% 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" %)**Mud Tracks: **(% 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" %)Footprints will spawn on rainy days, and the water will fill them. As a result, the fresh tracks will last longer. But in the following rain, if the footprints are still alive, they will start to fade away, as explained in 2.4.1
296 296  * **Claw Marks: **Claw marks indicate that a predator is nearby.
297 297  
298 298  ----
299 299  
300 -== ==
301 -
302 302  == **2 - Teaching the System** ==
303 303  
304 -
305 305  (% 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" %)An essential aspect of this concept is that players should never be instructed or told how to hunt or find creatures. The player should learn this system while observing creature behaviours and patterns. Depending on the player types, there may be multiple hints to guide players in the right direction.
306 306  
307 307  **Player Types**
... ... @@ -318,67 +318,29 @@
318 318  
319 319  === **2.1 - Learning Through Natural Gameplay Loop** ===
320 320  
321 -
322 322  [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
323 323  
324 324  
325 325  === **2.2 - Creature Behaviour Complexity Progression** ===
326 326  
327 -
328 328  (% style="line-height:1.38" %)
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" %)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.
323 +(% style="color:#000000; font-family:Arial,sans-serif; font-size:14.6667px; white-space-collapse:preserve" %)In each layer, there will be new creatures that may differ in many aspects from those in previous layers. Which the player will get used to each creature in the new layer. However, the suggestions below may help improve the complexity of the creature's behaviour or the challenge for the player.
330 330  
331 331  (% style="line-height:1.38" %)
332 -(% 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 **
333 -
334 -* (% 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.
335 -* (% 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.
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" %)They can be found in more predictable locations, such as openings, along waterways, cave entrances or near bushes.
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" %)They react less to the weather conditions.
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" %)Visual and auditory detection ranges 50% lower than base conditions. As a result, 50% fewer triggers in the flee state.
339 -
340 -(% style="line-height:1.38" %)
341 -(% 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**
342 -
343 -* (% 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.
344 -* (% 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.
345 -* (% 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.
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 will interact more frequently with one another.
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" %)They fully respond to weather conditions.
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 30% lower than base conditions. As a result, 30% 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 5 to 6**
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" %)Creatures have less predictable behaviour.
354 -* (% 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.
355 -* (% 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.
356 -
357 -(% style="line-height:1.38" %)
358 -(% 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**
359 -
360 -* (% 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.
361 -
362 -(% style="line-height:1.38" %)
363 363  (% 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**
364 364  
365 -* (% 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.
366 -* (% 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, experience level could be used to set the complexity progression.
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" %)Instead of zones, playing time could be used to control the progression of complexity.
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" %)Instead of zones, experience level could be used to set the progression of complexity.
367 367  
368 -=== **2.3 - NPC Dialogue with Subtle Hints** ===
331 +=== **2.3 - Subtle Hints for the Player** ===
369 369  
333 +* There will be no traditional NPCs; players will not learn the lore directly.
334 +* However, they will have the chance to interact with non-humanoid NPCs in the form of magical stones, spirit-like entities, and ambient presences, etc.
335 +* Mastering these mechanics will be through environmental storytelling elements. Such as;
336 +** x
370 370  
371 -(% style="line-height:1.38" %)
372 -(% 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" %)**Hint Types**
373 -
374 -* (% 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" %)**Weather: **(% 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" %)NPC explains the creature's behaviours during the weather changes between texts.
375 -* (% 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" %)**Hunter Wisdom: **(% 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" %)NPC gives subtle hints on prey behaviour and patterns.
376 -* (% 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" %)**Old Tales: **(% 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" %)Tells old tales that caution the player on scavenger and predator behaviour and patterns.
377 -* (% 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" %)**Self Thought: **(% 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" %)The(% 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" %)** **(% 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" %)PC that talks by itself with the observations depending on the pattern findings.
378 -
379 379  === **2.4 - Quest Design for Teaching** ===
380 380  
381 -
382 382  (% style="line-height:1.38" %)
383 383  (% 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" %)**Teaching quest sequence examples**
384 384  
... ... @@ -390,5 +390,3 @@
390 390  
391 391  ====
392 392  **Main comment by Adam ** ====
393 -
394 -~)~)~)
XWiki.XWikiComments[1]
Original Selection
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1 +More reactive to the sound-based threats.
Selection
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1 -More reactive to the sound-based threats.
1 +More reactive to the nearby threats.
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 traverse without being in an alert state.
State
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1 -SAFE
1 +UPDATED
XWiki.XWikiComments[5]
Original Selection
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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.
Selection
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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.
1 +Player Strategies: Move carefully, never know where the danger lies. However, can easily escape from danger.
State
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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
Original Selection
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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.
Selection
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1 -Cave Entrance During the 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.
State
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1 -UPDATED
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 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 +to each creature in the new layer. However, the suggestions below may help improve the complexity of the creature's behaviour or the challenge for the player.
State
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1 -SAFE
1 +UPDATED
XWiki.XWikiComments[11]
Original Selection
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1 +NPC Dialogue with Subtle Hints
Selection
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1 -NPC Dialogue with Subtle Hints
1 +Subtle Hints
State
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1 -SAFE
1 +UPDATED
XWiki.XWikiComments[17]
Author
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1 +XWiki.utkudagli
Comment
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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.
Date
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1 +2026-03-07 16:02:50.233
Reply To
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1 +8
XWiki.XWikiComments[18]
Author
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1 +XWiki.utkudagli
Comment
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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?
Date
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1 +2026-03-07 16:09:38.148
Reply To
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1 +5
XWiki.XWikiComments[19]
Author
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1 +XWiki.utkudagli
Comment
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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.
Date
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1 +2026-03-07 16:16:21.727
Reply To
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1 +3
XWiki.XWikiComments[20]
Author
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1 +XWiki.utkudagli
Comment
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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.
Date
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1 +2026-03-07 16:22:20.868
Reply To
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1 +1
XWiki.XWikiComments[21]
Author
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1 +XWiki.utkudagli
Comment
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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.
Date
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1 +2026-03-07 16:25:44.87
Reply To
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1 +0