Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 47.1
edited by Utku Dagli
on 2026/03/07 16:12
on 2026/03/07 16:12
Change comment:
There is no comment for this version
To version 49.1
edited by Utku Dagli
on 2026/03/07 16:17
on 2026/03/07 16:17
Change comment:
There is no comment for this version
Summary
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Page properties (1 modified, 0 added, 0 removed)
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Objects (3 modified, 1 added, 0 removed)
Details
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... ... @@ -101,7 +101,7 @@ 101 101 * Vision-based detection at maximum range 102 102 * **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% ... ... @@ -324,7 +324,7 @@ 324 324 === **2.2 - Creature Behaviour Complexity Progression** === 325 325 326 326 (% style="line-height:1.38" %) 327 -(% style="color: rgb(0,0,0); 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.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. 328 328 329 329 (% style="line-height:1.38" %) 330 330 (% 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**
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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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... ... @@ -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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