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
on 2026/03/13 20:09
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... ... @@ -99,9 +99,9 @@ 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 arelesspredictablebecause the creatures will traverse without being in an 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 -| Bad Weather (Rainy, Storm, etc.)|(((104 +|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%116 +|Foggy|((( 117 +* Visibility: 40% 118 +* 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. 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. 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%130 +|Foggy|80%|60%|1.5x|40%|150% 133 133 134 134 [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 135 135 ... ... @@ -141,7 +141,7 @@ 141 141 (% class="active" %)|=Feature|=Description 142 142 |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here. 143 143 |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 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. 145 145 |Riverside/Seashore|((( 146 146 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. 147 147 ))) ... ... @@ -154,7 +154,8 @@ 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. 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. 158 158 |(% 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. ... ... @@ -165,13 +165,13 @@ 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 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. 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 elevation173 +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. ... ... @@ -325,10 +325,42 @@ 325 325 326 326 === **2.2 - Creature Behaviour Complexity Progression** === 327 327 327 + 328 328 (% style="line-height:1.38" %) 329 -(% style="color:#000000; font-family:Arial,sans-serif; font-size:1 4.6667px; 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. 330 330 331 331 (% 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" %) 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.
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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[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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... ... @@ -1,3 +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 -XWiki.utkudagli - Comment
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... ... @@ -1,1 +1,0 @@ 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
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... ... @@ -1,1 +1,0 @@ 1 -2026-03-07 16:16:21.727 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Comment
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... ... @@ -1,1 +1,0 @@ 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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... ... @@ -1,1 +1,0 @@ 1 -2026-03-07 16:22:20.868 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Comment
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... ... @@ -1,1 +1,0 @@ 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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... ... @@ -1,1 +1,0 @@ 1 -2026-03-07 16:25:44.87 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,2 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:53:24.175 - Original Selection
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 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. - State
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... ... @@ -1,0 +1,1 @@ 1 +UPDATED - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome