Changes for page Eco-System System Design

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

From version 49.4
edited by Adam Janus
on 2026/03/10 19:04
Change comment: Deleted object
To version 54.1
edited by Utku Dagli
on 2026/03/13 20:26
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -XWiki.AdamDesign
1 +XWiki.utkudagli
Content
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72 72  * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
73 73  )))
74 74  |(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
75 -* Auditory awareness increased
76 76  * They move slowly
77 -* More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
76 +* More reactive to the nearby threats. A slight sound cue could trigger the prey to transition into the flee state.
78 78  )))
79 79  |(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
80 80  * Triggers after the creature feels threatened.
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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.
101 +* **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  )))
104 104  |Bad Weather (Rainy, Storm, etc.)|(((
105 105  * Visibility: 80%
... ... @@ -113,21 +113,23 @@
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 -|Low Visibility (Fog, Sand storm, etc.)|(((
117 -* Visibility: 40%
118 -* Audio range: 150%
115 +|Low Visibility (Fog, Sandstorm, etc.)|(((
116 +* Visibility: 60%
117 +* 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.
119 +* Fog dampens environmental sounds, reducing audio clarity for both players and creatures.
120 +* Since the audio was muffled, the source of the sound could not be easily identified.
121 +* The detection range is reduced during fog. Creatures will be on alert but will easily lose the trace of others in the fog.
122 +* Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension.
123 +* Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC.
124 +* **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" %)
127 127  (% 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 -|Rainy|70%|40%|2.0x|80%|60%
130 -|Foggy|80%|60%|1.5x|40%|150%
130 +|Bad Weather|70%|40%|2.0x|80%|60%
131 +|Low Visibility|80%|60%|1.5x|50%|70%
131 131  
132 132  [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
133 133  
... ... @@ -144,16 +144,16 @@
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  )))
146 146  |Shallow Water|(((
147 -Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals.
148 +Where the small amphibious creatures from the water ecosystem hang out, hunt with small bugs or scavenge the dead animals.
148 148  )))
149 -|Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem.
150 +|Deep Water|Where the creatures from the water ecosystem hide and shelter from the entities outside of the water ecosystem.
150 150  
151 151  === 1.2.1 - Micro-zone types ===
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.
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.
156 +|(% colspan="1" rowspan="2" style="width:200px" %){{info}}Water Ecosystem{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hang out, feed, and scavenge from other animals.
157 +|(% style="width:115px" %)-50m and Below|(% style="width:852px" %)Deep water. Water creatures hide 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.
159 159  |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
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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 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.
167 +|(% 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 prey will smell their scent and will not even try to use it as a shelter. This will create uncertainty for the player whether they found prey or a predator in here. 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" %)
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187 187  * (% 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" %)**Sunny Weather**
188 188  ** (% 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' visual detection range will be 100 meters.
189 189  ** (% 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" %)The audio detection range will be 50 meters.
190 -* (% 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" %)**Foggy Weather**
191 +* (% 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" %)**Low Visibility Weather (Fog/Desert Storm)**
191 191  ** (% 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 Detection will be 40 meters.
192 -** (% 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" %)Audio Detection will be 100 meters.
193 -** (% 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" %)Within 50 meters, a slight leaf crunch will trigger the flee state.
194 -* (% 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" %)**Rainy Weather**
195 -** (% 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 Detection range will be 60 meters.
193 +** (% 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" %)Audio Detection will be 70 meters.
194 +** Audio is muffled. The audio source is hard to identify, so predators will be able to easily lose prey's tracks.
195 +* (% 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" %)**Bad Weather**
196 +** (% 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 detection range will be 60 meters.
196 196  ** (% 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" %)The audio detection range will be 30 meters.
197 197  ** (% 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" %)Most of the sounds will be muffled by rain interference.
198 198  ** (% 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" %)Within 10 meters, a slight leaf crunch is audible.
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200 200  ==== (% 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" %)**1.3.2 - Prey-Prey Interaction**(%%) ====
201 201  
202 202  * (% 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" %)During sunny weather, prey will spawn and will stay more dispersed
203 -* (% 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" %)During foggy weather, they spawn and remain more clustered. Herd-like.
204 +* (% 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" %)During low-visibility and bad weather, they spawn and remain more clustered. Herd-like.
204 204  * (% 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" %)Some creatures will be designed as herds. (Will be specified later)
205 -* (% 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" %)If herds or herd-like creature groups trigger each other. For instance, if a prey animal detected a predator, triggering the flee state and initiating a run, the rest of the herd would also enter the flee state and run.
206 +* (% 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" %)If herds or herd-like groups of creatures trigger each other. For instance, if a prey animal detected a predator, triggering the flee state and initiating a run, the rest of the herd would also enter the flee state and run.
206 206  
207 207  **1.3.3 - Scavenger Interaction**
208 208  
209 -
210 210  * (% 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" %)After the player or any other creature kills a creature, scavengers spawn depending on the weather conditions.
211 211  * (% 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" %)If the weather is sunny, scavengers will spawn in 5 minutes near the carcass.
212 -* (% 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" %)If the weather is foggy, scavengers will spawn in 7 minutes near the carcass.
213 -* (% 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" %)If the weather is rainy, scavengers will spawn in 10 minutes near the carcass.
212 +* (% 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" %)If the weather is low-visibility, scavengers will spawn near the carcass in 10 minutes.
213 +* (% 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" %)If the weather is bad, scavengers will spawn near the carcass in 12 minutes.
214 214  
215 -|Time: 0|Kill Occurs
215 +|Time|Kill Occurs
216 216  |Sunny Weather|5 mins: Scavenger arrives
217 -|Foggy Weather|7 mins: Scavenger arrives
218 -|Rainy Weather|10 mins: Scavenger arrives
217 +|Low Visibility Weather|10 mins: Scavenger arrives
218 +|Bad Weather|12 mins: Scavenger arrives
219 219  |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes
220 220  |Time: 20+ mins|Carcass despawns if not scavenged
221 221  
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272 272  * (% 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" %)Foggy: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player
273 273  
274 274  (% style="line-height:1.38" %)
275 -(% 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" %) 150m
275 +(% 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" %) 70m
276 276  
277 277  (% style="line-height:1.38" %)
278 -(% 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" %) Echo Effect, harder to pinpoint
278 +(% 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" %) Muffled and harder to pinpoint
279 279  
280 280  
281 281  **Audio Range Table**
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283 283  |=Weather|=Base Range|=Modifier|=Effective Range|=Directionality|=Player Strategy
284 284  |Sunny|100m|1.0x|100m|Clear|Accurate tracking
285 285  |Rainy|100m|0.6x|60m|Muffled|Close-range only
286 -|Foggy|100m|1.5x|150m|Echoing|Wide area search
286 +|Foggy|100m|0.7x|70m|Muffled|Wide area search
287 287  
288 288  ==== **1.4. - Environmental Disturbance Types** ====
289 289  
XWiki.XWikiComments[1]
Original Selection
... ... @@ -1,0 +1,1 @@
1 +More reactive to the sound-based threats.
Selection
... ... @@ -1,1 +1,1 @@
1 -More reactive to the sound-based threats.
1 +More reactive to the nearby threats.
State
... ... @@ -1,1 +1,1 @@
1 -SAFE
1 +UPDATED
XWiki.XWikiComments[4]
Selection
... ... @@ -1,1 +1,1 @@
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
... ... @@ -1,0 +1,1 @@
1 +Player Strategies: Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
Selection
... ... @@ -1,1 +1,1 @@
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
... ... @@ -1,1 +1,1 @@
1 -SAFE
1 +UPDATED