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 55.1
edited by Utku Dagli
on 2026/03/13 20:29
Change comment: Updated annotations

Summary

Details

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Content
... ... @@ -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-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.
... ... @@ -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 others easily due to fog.
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 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.
150 150  )))
151 -|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.
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.
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 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.
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 100 meters.
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" %)Within 50 meters, a slight leaf crunch will trigger the 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" %)**Rainy Weather**
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 spawn in 7 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 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.
216 216  
217 -|Time: 0|Kill Occurs
215 +|Time|Kill Occurs
218 218  |Sunny Weather|5 mins: Scavenger arrives
219 -|Foggy Weather|7 mins: Scavenger arrives
220 -|Rainy Weather|10 mins: Scavenger arrives
217 +|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" %) 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
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 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
281 281  
282 282  
283 283  **Audio Range Table**
... ... @@ -285,7 +285,7 @@
285 285  |=Weather|=Base Range|=Modifier|=Effective Range|=Directionality|=Player Strategy
286 286  |Sunny|100m|1.0x|100m|Clear|Accurate tracking
287 287  |Rainy|100m|0.6x|60m|Muffled|Close-range only
288 -|Foggy|100m|1.5x|150m|Echoing|Wide area search
286 +|Foggy|100m|0.7x|70m|Muffled|Wide area search
289 289  
290 290  ==== **1.4. - Environmental Disturbance Types** ====
291 291  
... ... @@ -293,16 +293,13 @@
293 293  * (% 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" %)**Crushed grass: **(% 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" %)When the creature walks on grass or in a wheat field, it crushes the grass or wheat, indicating its presence.
294 294  * (% 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" %)**Broken branches: **(% 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" %)When the creature walks on a tree branch on the ground or near a tree, or breaks a branch, this indicates the creature is nearby.
295 295  * (% style="color:#000000; font-size:11pt; margin:0px; padding:0px" %)**Disturbed water:** Indicates the creature is passing by, or drank a couple of seconds ago, or is still drinking.
296 -* (% 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" %)**Mud Tracks: **(% 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" %)Footprints will spawn on rainy days, and the water will fill them. Due to that, the fresh tracks will last longer. But in the following rain, if the footprints are still alive, they will start to fade away, as explained in 2.4.1
294 +* (% 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" %)**Mud Tracks: **(% 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" %)Footprints will spawn on rainy days, and the water will fill them. As a result, the fresh tracks will last longer. But in the following rain, if the footprints are still alive, they will start to fade away, as explained in 2.4.1
297 297  * **Claw Marks: **Claw marks indicate that a predator is nearby.
298 298  
299 299  ----
300 300  
301 -== ==
302 -
303 303  == **2 - Teaching the System** ==
304 304  
305 -
306 306  (% 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" %)An essential aspect of this concept is that players should never be instructed or told how to hunt or find creatures. The player should learn this system while observing creature behaviours and patterns. Depending on the player types, there may be multiple hints to guide players in the right direction.
307 307  
308 308  **Player Types**
... ... @@ -326,25 +326,20 @@
326 326  === **2.2 - Creature Behaviour Complexity Progression** ===
327 327  
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.
324 +(% style="color:#000000; font-family:Arial,sans-serif; font-size:14.6667px; white-space-collapse:preserve" %)In each layer, there will be new creatures that may differ in many aspects from those in 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.
330 330  
331 331  (% 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 -* (% 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.
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" %)Instead of zones, experience level could be used to set the complexity progression.
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" %)Instead of zones, playing time could be used to control the progression of complexity.
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" %)Instead of zones, experience level could be used to set the progression of complexity.
336 336  
337 -=== **2.3 - NPC Dialogue with Subtle Hints** ===
332 +=== **2.3 - Subtle Hints for the Player** ===
338 338  
334 +* There will be no traditional NPCs; players will not learn the lore directly.
335 +* Mastering these mechanics will
336 +*
339 339  
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" %)**Hint Types**
342 -
343 -* (% 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" %)**Weather: **(% 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" %)NPC explains the creature's behaviours during the weather changes between texts.
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" %)**Hunter Wisdom: **(% 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" %)NPC gives subtle hints on prey behaviour and patterns.
345 -* (% 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" %)**Old Tales: **(% 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" %)Tells old tales that caution the player on scavenger and predator behaviour and patterns.
346 -* (% 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" %)**Self Thought: **(% 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(% 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" %)** **(% 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" %)PC that talks by itself with the observations depending on the pattern findings.
347 -
348 348  === **2.4 - Quest Design for Teaching** ===
349 349  
350 350  
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
XWiki.XWikiComments[10]
Selection
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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 +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.
XWiki.XWikiComments[11]
Original Selection
... ... @@ -1,0 +1,1 @@
1 +NPC Dialogue with Subtle Hints
Selection
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1 -NPC Dialogue with Subtle Hints
1 +Subtle Hints
State
... ... @@ -1,1 +1,1 @@
1 -SAFE
1 +UPDATED