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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Page properties (1 modified, 0 added, 0 removed)
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Objects (3 modified, 0 added, 0 removed)
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... ... @@ -72,9 +72,8 @@ 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-basedthreats. 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. ... ... @@ -119,7 +119,7 @@ 119 119 * Movement: 70% 120 120 * Fog dampens environmental sounds, reducing audio clarity for both players and creatures. 121 121 * 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 otherseasilyduetofog.121 +* The detection range is reduced during fog. Creatures will be on alert but will easily lose the trace of others in the fog. 123 123 * Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension. 124 124 * Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC. 125 125 * **Player Strategies:** Move carefully, never know where the danger lies. However, can easily escape from danger. ... ... @@ -128,8 +128,8 @@ 128 128 (% class="table-bordered" %) 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 -| Rainy|70%|40%|2.0x|80%|60%132 -| Foggy|80%|60%|1.5x|50%|70%130 +|Bad Weather|70%|40%|2.0x|80%|60% 131 +|Low Visibility|80%|60%|1.5x|50%|70% 133 133 134 134 [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 135 135 ... ... @@ -146,16 +146,16 @@ 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 ))) 148 148 |Shallow Water|((( 149 -Where the small amphibious creatures from the water ecosystem hang sout, huntswith small bugs or scavangesthe dead animals.148 +Where the small amphibious creatures from the water ecosystem hang out, hunt with small bugs or scavenge the dead animals. 150 150 ))) 151 -|Deep Water|Where the creatures from water ecosystem hide sand sheltersfrom 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. 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 hang sout, feedsand scavangersother animals.158 -|(% style="width:115px" %)-50m and Below|(% style="width:852px" %)Deep water. Water creatures hide sfrom 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. 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. ... ... @@ -165,7 +165,7 @@ 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 pr ay will smell their scent and will not even try it as a shelter.Whichwill 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. 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" %) ... ... @@ -189,12 +189,12 @@ 189 189 * (% 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** 190 190 ** (% 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. 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" %)The audio detection range will be 50 meters. 192 -* (% 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)** 193 193 ** (% 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" %)Visual Detection will be 40 meters. 194 -** (% 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 100meters.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"%)Within50 meters,aslightleafcrunch will triggerthe flee state.196 -* (% 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" %)** RainyWeather**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" %)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. 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" %)The audio detection range will be 30 meters. 199 199 ** (% 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. 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" %)Within 10 meters, a slight leaf crunch is audible. ... ... @@ -202,22 +202,21 @@ 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**(%%) ==== 203 203 204 204 * (% 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 -* (% 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. 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) 207 -* (% 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. 208 208 209 209 **1.3.3 - Scavenger Interaction** 210 210 211 - 212 212 * (% 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" %)After the player or any other creature kills a creature, scavengers spawn depending on the weather conditions. 213 213 * (% 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 sunny, scavengers will spawn in 5 minutes near the carcass. 214 -* (% 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 spawnin7 minutes near the carcass.215 -* (% 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 spawnin10 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. 216 216 217 -|Time : 0|Kill Occurs215 +|Time|Kill Occurs 218 218 |Sunny Weather|5 mins: Scavenger arrives 219 -| Foggy Weather|7mins: Scavenger arrives220 -| RainyWeather|10mins: Scavenger arrives217 +|Low Visibility Weather|10 mins: Scavenger arrives 218 +|Bad Weather|12 mins: Scavenger arrives 221 221 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes 222 222 |Time: 20+ mins|Carcass despawns if not scavenged 223 223 ... ... @@ -274,10 +274,10 @@ 274 274 * (% 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 275 275 276 276 (% style="line-height:1.38" %) 277 -(% 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" %) 150m275 +(% 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 278 278 279 279 (% style="line-height:1.38" %) 280 -(% 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 pinpoint278 +(% 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 281 281 282 282 283 283 **Audio Range Table**
- XWiki.XWikiComments[1]
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- Original Selection
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... ... @@ -1,0 +1,1 @@ 1 +More reactive to the sound-based threats. - Selection
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... ... @@ -1,1 +1,1 @@ 1 -More reactive to the sound-basedthreats.1 +More reactive to the nearby threats. - State
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... ... @@ -1,1 +1,1 @@ 1 - SAFE1 +UPDATED
- XWiki.XWikiComments[4]
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- Selection
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... ... @@ -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]
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- Original Selection
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... ... @@ -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
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... ... @@ -1,1 +1,1 @@ 1 -Player Strategies: Move slowly and quietly, but becareful; playerscanalsobehuntediftheyareunawareofthe predator.1 +Player Strategies: Move carefully, never know where the danger lies. However, can easily escape from danger. - State
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... ... @@ -1,1 +1,1 @@ 1 - SAFE1 +UPDATED