Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
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Objects (3 modified, 3 added, 0 removed)
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... ... @@ -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.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. 103 103 ))) 104 -|Rainy|((( 104 +|Bad Weather (Rainy, Storm, etc.)|((( 105 105 * Visibility: 80% 106 106 * Audio Range: 60% 107 107 * Movement: 70% ... ... @@ -113,7 +113,7 @@ 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 -|Fog gy|(((116 +|Low Visibility (Fog, Sand storm, etc.)|((( 117 117 * Visibility: 40% 118 118 * Audio range: 150% 119 119 * Movement: 70% ... ... @@ -139,7 +139,7 @@ 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 o pening; mostly predators rest;sometimes prey canbefoundhere,too.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. 143 143 |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 ))) ... ... @@ -152,8 +152,7 @@ 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. 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. 157 157 |(% 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. 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. ... ... @@ -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. 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. 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 172 +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. ... ... @@ -324,42 +324,10 @@ 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:1 1pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Thissectionexplainsthe creaturebehaviours,andtoconveythe progressionto the player,Idesigned the complexityincrease throughzonechanges. However,whentheplayerreachesthenextzone,and itscomplexityincreases,thepreviouszone'scomplexity increasesaswell.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. 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** 364 364 365 365 * (% 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.
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... ... @@ -1,0 +1,1 @@ 1 +Player Strategy: Patterns are more predictable. - Selection
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... ... @@ -1,1 +1,1 @@ 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
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... ... @@ -1,1 +1,1 @@ 1 - SAFE1 +UPDATED
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... ... @@ -1,1 +1,1 @@ 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. 1 +Cave Entrance 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. Inner Cave A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
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- Original Selection
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,1 +1,1 @@ 1 - From Zone 2to4 Creatureshaveless predictable behaviour. Creaturesmake less noise.Theycanbefound inless predictablelocations and aremorelikely to migratebetween micro-zonesor toareasclose totheir nests. Creatureswill interactmorefrequentlywithoneanother.They fully respondtoweather conditions. Visual and auditory detection ranges30% lowerthan base conditions. As a result, 30% fewer triggers inthefleestate.From Zone5 to 6 Creatureshave less predictablebehaviour.Creatureswill fully interact witheachother. Visualand auditory detection ranges 10%lower thanbase conditions. As a result, 10% fewer triggersinthe flee state. FromZone 7to 8 Every behaviour will bein 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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... ... @@ -1,1 +1,1 @@ 1 - SAFE1 +UPDATED
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.utkudagli - Comment
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-03-07 16:16:21.727 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +3
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.utkudagli - Comment
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-03-07 16:22:20.868 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.utkudagli - Comment
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-03-07 16:25:44.87 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +0