Changes for page Eco-System System Design

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

From version 48.2
edited by Utku Dagli
on 2026/03/07 16:16
Change comment: Added comment
To version 51.1
edited by Utku Dagli
on 2026/03/13 20:09
Change comment: Updated annotations

Summary

Details

Page properties
Content
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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 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.
102 +* **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|(((
104 +|Bad Weather (Rainy, Storm, etc.)|(((
105 105  * Visibility: 80%
106 106  * Audio Range: 60%
107 107  * Movement: 70%
... ... @@ -113,14 +113,16 @@
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%
116 +|Low Visibility (Fog, Sandstorm, etc.)|(((
117 +* Visibility: 60%
118 +* 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.
120 +* Fog dampens environmental sounds, reducing audio clarity for both players and creatures.
121 +* Since the audio was muffled, the source of the sound could not be easily identified.
122 +* The detection range is reduced during fog. Creatures will be territorial, but lose the trace of others easily due to fog.
123 +* Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension.
124 +* Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC.
125 +* **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" %)
... ... @@ -127,7 +127,7 @@
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%
129 129  |Rainy|70%|40%|2.0x|80%|60%
130 -|Foggy|80%|60%|1.5x|40%|150%
132 +|Foggy|80%|60%|1.5x|50%|70%
131 131  
132 132  [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
133 133  
... ... @@ -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.
329 +(% 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[4]
Selection
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1 -Player Strategy: Patterns are less predictable because the creatures will travers without being in alert state.
1 +Player Strategy: Patterns are less predictable because the creatures will traverse without being in an alert state.
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, 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.
State
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1 -UPDATED
Target
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1 -Test file.Eco-System System Design.WebHome
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