Changes for page Eco-System System Design

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

From version 50.1
edited by Utku Dagli
on 2026/03/13 20:09
Change comment: There is no comment for this version
To version 43.1
edited by Adam Janus
on 2026/01/13 20:25
Change comment: Added annotation on "Main comment by Adam "

Summary

Details

Page properties
Author
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1 -XWiki.utkudagli
1 +XWiki.AdamDesign
Content
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33 33  
34 34  == 1.1 - Layer 1: Creature State Machine ==
35 35  
36 -**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorised into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behaviour varies under observable conditions, such as day and weather cycles.
36 +**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorized into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behavior varies under observable conditions, such as day and weather cycles.
37 37  
38 38  === 1.1.1 - Core States ===
39 39  
40 -(% class="table-bordered" style="width:1210px" %)
41 -(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1058px;" %)Characteristics
42 -|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1058px" %)(((
40 +(% class="table-bordered" %)
41 +(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1019px;" %)Characteristics
42 +|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1019px" %)(((
43 43  * Low activity, reduced movement
44 -* Found in a sheltered location (caves, dense foliage, nest, deep water, etc.)
44 +* Found in a sheltered location (caves, dense foliage, nest, etc.)
45 45  * Increased during rain
46 46  * Creatures are less aggressive and easier to approach.
47 47  ** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive.
48 48  ** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away.
49 49  )))
50 -|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1058px" %)(((
50 +|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)(((
51 51  * Active foraging/hunting
52 52  * Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures)
53 53  * Peak activity during sunny conditions.
54 -** For underwater creatures, unless it's raining, they could be in a feeding state.
55 55  )))
56 -|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1058px" %)(((
55 +|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)(((
57 57  * Transitional movement between states
58 58  * Creatures move between micro-zones when there is a situation related to that creature. For instance, if the prey creature is in the feeding state, it can move from the opening to the forest edge to eat tasty berries.
59 59  * Follows terrain-based pathways, such as waterways and ridgelines.
60 60  * The most unpredictable state creates variances.
61 61  )))
62 -|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1058px" %)(((
61 +|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)(((
63 63  * Defending specific areas.
64 64  * Aggressive toward all intruders.
65 65  * Around nests and sheltered locations.
... ... @@ -66,22 +66,24 @@
66 66  * Localised to specific locations.
67 67  * **Prey:** When the player or another predator enters the prey’s territory, if the prey has an attack chance or can attack (like a deer using its antlers to attack), it will attack to knock the player or the predator down and run away.
68 68  )))
69 -|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1058px" %)(((
68 +|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)(((
70 70  * Drawn to the recent kill sites.
71 71  * Appears after predators or the player’s hunt
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 -|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
73 +|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)(((
75 75  * Auditory awareness increased
76 76  * They move slowly
77 77  * More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
78 78  )))
79 -|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
78 +|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)(((
80 80  * Triggers after the creature feels threatened.
81 81  )))
82 82  
83 -==== State Transitions ====
82 +==== State Transition Diagram ====
84 84  
84 +[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
85 +
85 85  (% class="table-bordered" %)
86 86  (% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
87 87  |Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
... ... @@ -96,12 +96,12 @@
96 96  * Visibility: 100%
97 97  * Audio range: 100%
98 98  * Movement: 100%
99 -* Normal creature behaviours
100 +* Normal creature behaviors
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 traverse without being in an alert state. However, creatures will be more visible, so the PC could engage more easily, too.
103 +* **Player Strategy:** Patterns are more predictable.
103 103  )))
104 -|Bad Weather (Rainy, Storm, etc.)|(((
105 +|Rainy|(((
105 105  * Visibility: 80%
106 106  * Audio Range: 60%
107 107  * Movement: 70%
... ... @@ -113,16 +113,14 @@
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, Sandstorm, etc.)|(((
117 -* Visibility: 60%
118 -* Audio range: 70%
117 +|Foggy|(((
118 +* Visibility: 40%
119 +* Audio range: 150%
119 119  * Movement: 70%
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.
121 +* Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state.
122 +* Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly.
123 +* Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators.
124 +* **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
126 126  )))
127 127  
128 128  (% class="table-bordered" %)
... ... @@ -129,7 +129,7 @@
129 129  (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
130 130  |Sunny|100%|100%|1.0x|100%|100%
131 131  |Rainy|70%|40%|2.0x|80%|60%
132 -|Foggy|80%|60%|1.5x|50%|70%
131 +|Foggy|80%|60%|1.5x|40%|150%
133 133  
134 134  [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
135 135  
... ... @@ -140,38 +140,30 @@
140 140  (% class="table-bordered" %)
141 141  (% class="active" %)|=Feature|=Description
142 142  |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
143 -|Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey.
144 -|Cave Entrance/Old Buildings|Dark tunnels or just an entrance of a cave or just abandoned building and old building ruins; mostly predators rest and if there are no predators around preys could also use it as a shelter during heavy rain.
145 -|Riverside/Seashore|(((
146 -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.
147 -)))
148 -|Shallow Water|(((
149 -Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals.
150 -)))
151 -|Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem.
142 +|Dense Vegetation|Dense forests with thick vegetation such as trees, bushes, plants, etc. This zone serves as a resting ground for prey.
143 +|Cave Entrance|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too.
144 +|Riverside/Seashore|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.
152 152  
153 153  === 1.2.1 - Micro-zone types ===
154 154  
155 155  (% class="table-bordered" %)
156 156  (% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description
157 -|(% 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.
158 -|(% 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.
159 159  |(% 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.
160 160  |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
161 161  |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
162 162  |(% colspan="1" rowspan="3" style="width:200px" %){{warning}}Elevation Zone{{/warning}}|(% style="width:115px" %)High Ground|(% style="width:852px" %)Predators and scavengers' resting place. If territorial, they become aggressive when an outsider approaches.
163 163  |(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
164 -|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
155 +|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or feeding place, depending on the density of the vegetation.
165 165  |(% 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.
166 166  |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
167 167  |(% 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.
168 -|(% 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.
159 +|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)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.
169 169  |(% 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.
170 170  
171 171  (% class="table-bordered" %)
172 172  (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
173 173  |=Resting|Sunny: Dense vegetation
174 -Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation
165 +Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation
175 175  Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
176 176  |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2.
177 177  Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
... ... @@ -201,6 +201,7 @@
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" %)**1.3.2 - Prey-Prey Interaction**(%%) ====
203 203  
195 +
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" %)During sunny weather, prey will spawn and will stay more dispersed
205 205  * (% 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" %)During foggy weather, they spawn and remain more clustered. Herd-like.
206 206  * (% 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" %)Some creatures will be designed as herds. (Will be specified later)
... ... @@ -325,10 +325,42 @@
325 325  
326 326  === **2.2 - Creature Behaviour Complexity Progression** ===
327 327  
320 +
328 328  (% style="line-height:1.38" %)
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.
322 +(% 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.
330 330  
331 331  (% style="line-height:1.38" %)
325 +(% 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 **
326 +
327 +* (% 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.
328 +* (% 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.
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" %)They can be found in more predictable locations, such as openings, along waterways, cave entrances or near bushes.
330 +* (% 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.
331 +* (% 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.
332 +
333 +(% style="line-height:1.38" %)
334 +(% 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**
335 +
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" %)Creatures have less predictable behaviour.
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" %)Creatures make less noise.
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" %)They can be found in less predictable locations and are more likely to migrate between micro-zones or to areas close to their nests.
339 +* (% 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.
340 +* (% 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.
341 +* (% 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.
342 +
343 +(% style="line-height:1.38" %)
344 +(% 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**
345 +
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 have less predictable behaviour.
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" %)Creatures will fully interact with each other.
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 10% lower than base conditions. As a result, 10% 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 7 to 8**
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" %)Every behaviour will be in the base conditions, as explained in the previous section.
354 +
355 +(% style="line-height:1.38" %)
332 332  (% 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" %)**Design Notes**
333 333  
334 334  * (% 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" %)Instead of zones, playing time could be used to set the complexity progression.
XWiki.XWikiComments[2]
Original Selection
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1 -State Transition Diagram
Selection
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1 -State Transitions Creatur
1 +State Transition Diagram
State
... ... @@ -1,1 +1,1 @@
1 -UPDATED
1 +SAFE
XWiki.XWikiComments[4]
Original Selection
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1 -Player Strategy: Patterns are more predictable.
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 more predictable.
State
... ... @@ -1,1 +1,1 @@
1 -UPDATED
1 +SAFE
XWiki.XWikiComments[10]
Original Selection
... ... @@ -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
... ... @@ -1,1 +1,1 @@
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.
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
... ... @@ -1,1 +1,1 @@
1 -UPDATED
1 +SAFE
XWiki.XWikiComments[12]
Comment
... ... @@ -5,5 +5,4 @@
5 5  -  PC is bleeding for a longer time? Predator that smeels blood apprears 
6 6  -  player travesers world and if time and weather are correct they may hear a noises of fight and see birds flying away form there. If they go there they see a predator and prey fighting. (Here i don't condratic myself because it is optional and is  visual component is added). 
7 7  \\Let me know if i expilained my point here well. 
8 -\\Overall great job!  Good start with great potential with only few quircks.  
9 -\\Review the document apply my remarks as well as preapare raw draft of this event director. Once both are ready, let me know!
8 +\\Overall great job!  Good start with great potential with only few quircks. 
Selection
... ... @@ -1,1 +1,1 @@
1 -Main comment by Adam
1 +Main comment by Adam 
XWiki.XWikiComments[14]
Author
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1 -XWiki.utkudagli
Comment
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1 -Mainly i desined this document to focus on the creatures behaviours. So main focus in here is not PvE more likely EvE like how creatures will engage with each other. Like where the creatures will rest, what they will react to, how they behave, etc. These information could be used by the player to learn the creatures behaviours but i don't think that it is heavily rely on audio.
2 -\\Since this is a survival game, I think that we could also benefit from the sense of hearing. Yes, some players will not going to listen the environment audio but some will do it. Also, if we focus on the people who'll listen podcast while playing, we may lose the immersion elements, where the people who listens the game audio will be sad about it. Some gamers prefers immersion in survival games.
3 -\\For the environmental conditions you are completely right, it is just a scratch at the surface and I think that instead of implementing in this document it should be another document for the event manager. Which you send me the event manager reference video to me which I will look at it.
Date
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1 -2026-03-07 15:39:48.371
Reply To
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1 -12
XWiki.XWikiComments[15]
Author
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1 -XWiki.utkudagli
Comment
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1 -Since we will have different creatures in each layer, what about using the experience level system which also affects the players interaction with the world. For instance, let's say as the player levels up the creatures also levels up like their HP will increase, their armour will increase, prey's damage will increase, etc. This will help us to maintain the challenge while the PC getting stronger.
Date
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1 -2026-03-07 15:51:58.752
Reply To
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1 -10
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1 -XWiki.utkudagli
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1 -Definetly, since we will have specific creatures, they will leave their own spesific marks on the environment. If that's okay I will try to discuss this with the narrative team bc they could inform us about how they imagined what kind of marks they could leave on the environment.
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1 -2026-03-07 15:54:29.940
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XWiki.XWikiComments[17]
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1 -XWiki.utkudagli
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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.
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1 -2026-03-07 16:02:50.233
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XWiki.XWikiComments[18]
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1 -XWiki.utkudagli
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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?
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1 -2026-03-07 16:09:38.148
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XWiki.XWikiComments[19]
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1 -XWiki.utkudagli
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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.
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1 -2026-03-07 16:16:21.727
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XWiki.XWikiComments[20]
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1 -XWiki.utkudagli
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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.
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1 -2026-03-07 16:22:20.868
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XWiki.XWikiComments[21]
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1 -XWiki.utkudagli
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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.
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1 -2026-03-07 16:25:44.87
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XWiki.XWikiComments[8]
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1 +xwiki:XWiki.AdamDesign
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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.
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1 +2026-01-13 18:53:24.175
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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.
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1 +SAFE
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1 +Test file.Eco-System System Design.WebHome