Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
Summary
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Page properties (1 modified, 0 added, 0 removed)
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Objects (3 modified, 0 added, 2 removed)
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... ... @@ -99,7 +99,7 @@ 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 lesspredictablebecause the creatures will travers without being in alert state.However creatures will be more visible so the PC could engage more easily, too.102 +* **Player Strategy:** Patterns are more predictable. 103 103 ))) 104 104 |Rainy|((( 105 105 * Visibility: 80% ... ... @@ -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 /Old Buildings|Dark tunnels or just anentranceof a caveor just abandoned buildingand old building ruins; mostly predators restand if there are nopredatorsaroundpreyscouldalsouseit as a shelter duringheavyrain.142 +|Cave Entrance|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too. 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 ))) ... ... @@ -152,7 +152,8 @@ 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{{/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 156 +{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hangs out, feeds and scavangers other animals. 156 156 |(% 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. 157 157 |(% 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. 158 158 |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players. ... ... @@ -163,13 +163,13 @@ 163 163 |(% 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. 164 164 |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey. 165 165 |(% 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. 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 aroundmost 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.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. 167 167 |(% 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. 168 168 169 169 (% class="table-bordered" %) 170 170 (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers 171 171 |=Resting|Sunny: Dense vegetation 172 -Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation173 +Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation 173 173 Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation 174 174 |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2. 175 175 Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2. ... ... @@ -323,10 +323,42 @@ 323 323 324 324 === **2.2 - Creature Behaviour Complexity Progression** === 325 325 327 + 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" %)Ineachlayertherewill be newcreatureswhich maybedifferentin manyaspectsthan the previous layers. Whichthe playerwillget used toeachcreatureinthenewlayer. Howevertherearealso suggestionsbelow whichmayhelptoimprove thecomplexityof thecreaturebehaviouror the challengetotheplayer.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. 328 328 329 329 (% 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" %) 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** 331 331 332 332 * (% 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.
- XWiki.XWikiComments[4]
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- Original Selection
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... ... @@ -1,1 +1,0 @@ 1 -Player Strategy: Patterns are more predictable. - Selection
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... ... @@ -1,1 +1,1 @@ 1 -Player Strategy: Patterns are lesspredictablebecause the creatures will travers without being in alert state.1 +Player Strategy: Patterns are more predictable. - State
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... ... @@ -1,1 +1,1 @@ 1 - UPDATED1 +SAFE
- XWiki.XWikiComments[8]
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- Selection
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... ... @@ -1,1 +1,1 @@ 1 -Cave Entrance During the rain, if there are no predators aroundmost 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.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.
- XWiki.XWikiComments[10]
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- Original Selection
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... ... @@ -1,1 +1,0 @@ 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 -to ea ch creatureinthe newlayer.However there arealso suggestionsbelowwhichmayhelp to improve the complexityof thecreature behaviouror the challenge to the player.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. - State
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... ... @@ -1,1 +1,1 @@ 1 - UPDATED1 +SAFE
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Comment
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... ... @@ -1,1 +1,0 @@ 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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... ... @@ -1,1 +1,0 @@ 1 -2026-03-07 16:02:50.233 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -8
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Comment
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... ... @@ -1,3 +1,0 @@ 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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... ... @@ -1,1 +1,0 @@ 1 -2026-03-07 16:09:38.148 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -5