Changes for page Eco-System System Design

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

From version 48.1
edited by Utku Dagli
on 2026/03/07 16:12
Change comment: Updated annotations
To version 49.3
edited by Utku Dagli
on 2026/03/07 16:25
Change comment: Added comment

Summary

Details

Page properties
Content
... ... @@ -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 -|Foggy|(((
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**
XWiki.XWikiComments[19]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.utkudagli
Comment
... ... @@ -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
... ... @@ -1,0 +1,1 @@
1 +2026-03-07 16:16:21.727
Reply To
... ... @@ -1,0 +1,1 @@
1 +3
XWiki.XWikiComments[20]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.utkudagli
Comment
... ... @@ -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
... ... @@ -1,0 +1,1 @@
1 +2026-03-07 16:22:20.868
Reply To
... ... @@ -1,0 +1,1 @@
1 +1
XWiki.XWikiComments[21]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.utkudagli
Comment
... ... @@ -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
... ... @@ -1,0 +1,1 @@
1 +2026-03-07 16:25:44.87
Reply To
... ... @@ -1,0 +1,1 @@
1 +0