Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
Summary
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Page properties (1 modified, 0 added, 0 removed)
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Objects (3 modified, 2 added, 7 removed)
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... ... @@ -72,8 +72,9 @@ 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 75 75 * They move slowly 76 -* More reactive to the n earbythreats. A slight sound cue could trigger the prey to transition into the flee state.77 +* More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state. 77 77 ))) 78 78 |(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)((( 79 79 * Triggers after the creature feels threatened. ... ... @@ -98,9 +98,9 @@ 98 98 * Normal creature behaviours 99 99 * Standard schedules are followed, and creatures operate at full activity level. 100 100 * Vision-based detection at maximum range 101 -* **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. 102 102 ))) 103 -| Bad Weather (Rainy, Storm, etc.)|(((104 +|Rainy|((( 104 104 * Visibility: 80% 105 105 * Audio Range: 60% 106 106 * Movement: 70% ... ... @@ -112,23 +112,21 @@ 112 112 * Caves could have groups of predators; players must be careful. 113 113 * **Player Strategies:** Check shelter locations, check caves, check dense vegetation. 114 114 ))) 115 -| Low Visibility (Fog, Sandstorm, etc.)|(((116 -* Visibility: 60%117 -* Audio range: 70%116 +|Foggy|((( 117 +* Visibility: 40% 118 +* Audio range: 150% 118 118 * Movement: 70% 119 -* Fog dampens environmental sounds, reducing audio clarity for both players and creatures. 120 -* Since the audio was muffled, the source of the sound could not be easily identified. 121 -* The detection range is reduced during fog. Creatures will be on alert but will easily lose the trace of others in the fog. 122 -* Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension. 123 -* Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC. 124 -* **Player Strategies:** Move carefully, never know where the danger lies. However, can easily escape from danger. 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. 125 125 ))) 126 126 127 127 (% class="table-bordered" %) 128 128 (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 129 129 |Sunny|100%|100%|1.0x|100%|100% 130 -| Bad Weather|70%|40%|2.0x|80%|60%131 -| Low Visibility|80%|60%|1.5x|50%|70%129 +|Rainy|70%|40%|2.0x|80%|60% 130 +|Foggy|80%|60%|1.5x|40%|150% 132 132 133 133 [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 134 134 ... ... @@ -140,21 +140,22 @@ 140 140 (% class="active" %)|=Feature|=Description 141 141 |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here. 142 142 |Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey. 143 -|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. 144 144 |Riverside/Seashore|((( 145 145 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. 146 146 ))) 147 147 |Shallow Water|((( 148 -Where the small amphibious creatures from the water ecosystem hang out, hunt with small bugs or scav enge the dead animals.147 +Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals. 149 149 ))) 150 -|Deep Water|Where the creatures from thewater ecosystem hide and shelter from the entities outside of the water ecosystem.149 +|Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem. 151 151 152 152 === 1.2.1 - Micro-zone types === 153 153 154 154 (% class="table-bordered" %) 155 155 (% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description 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. 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. 157 +|(% 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. 158 158 |(% 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. 159 159 |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players. 160 160 |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density. ... ... @@ -164,13 +164,13 @@ 164 164 |(% 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. 165 165 |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey. 166 166 |(% 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. 167 -|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During the rain, if there are no predators around,most prey will hide here from the rain.If there are predators around, the prey will smell their scent and will not even try to use it as a shelter. This will create uncertainty for the player whether they found prey or a predator in here.Other than rainy days, there will be no prey. During foggy periods, predators will be here.167 +|(% 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. 168 168 |(% 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. 169 169 170 170 (% class="table-bordered" %) 171 171 (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers 172 172 |=Resting|Sunny: Dense vegetation 173 -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 174 174 Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation 175 175 |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2. 176 176 Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2. ... ... @@ -188,12 +188,12 @@ 188 188 * (% 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** 189 189 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Creatures' visual detection range will be 100 meters. 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" %)The audio detection range will be 50 meters. 191 -* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)** Low Visibility Weather(Fog/Desert Storm)**191 +* (% 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** 192 192 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Visual Detection will be 40 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 -** Audioismuffled.Theaudiosourceis hardtoidentify,so predatorswill beable toeasilyloseprey'stracks.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" %)** BadWeather**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.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 100 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" %)Within 50 meters, a slight leaf crunch will trigger the flee state. 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" %)**Rainy 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. 197 197 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)The audio detection range will be 30 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" %)Most of the sounds will be muffled by rain interference. 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" %)Within 10 meters, a slight leaf crunch is audible. ... ... @@ -201,21 +201,22 @@ 201 201 ==== (% 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**(%%) ==== 202 202 203 203 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)During sunny weather, prey will spawn and will stay more dispersed 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-visibilityand badweather, 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 foggy weather, they spawn and remain more clustered. Herd-like. 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" %)Some creatures will be designed as herds. (Will be specified later) 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 ofcreatures 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 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. 207 207 208 208 **1.3.3 - Scavenger Interaction** 209 209 210 + 210 210 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)After the player or any other creature kills a creature, scavengers spawn depending on the weather conditions. 211 211 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)If the weather is sunny, scavengers will spawn in 5 minutes near the carcass. 212 -* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)If the weather is low-visibility, scavengers will spawn near the carcassin 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 carcassin 12 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 foggy, scavengers will spawn in 7 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 rainy, scavengers will spawn in 10 minutes near the carcass. 214 214 215 -|Time|Kill Occurs 216 +|Time: 0|Kill Occurs 216 216 |Sunny Weather|5 mins: Scavenger arrives 217 -| Low Visibility Weather|10mins: Scavenger arrives218 -| BadWeather|12mins: Scavenger arrives218 +|Foggy Weather|7 mins: Scavenger arrives 219 +|Rainy Weather|10 mins: Scavenger arrives 219 219 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes 220 220 |Time: 20+ mins|Carcass despawns if not scavenged 221 221 ... ... @@ -272,10 +272,10 @@ 272 272 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Foggy: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player 273 273 274 274 (% style="line-height:1.38" %) 275 -(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) 70m276 +(% 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 276 276 277 277 (% style="line-height:1.38" %) 278 -(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) Muffledandharder to pinpoint279 +(% 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 279 279 280 280 281 281 **Audio Range Table** ... ... @@ -323,10 +323,42 @@ 323 323 324 324 === **2.2 - Creature Behaviour Complexity Progression** === 325 325 327 + 326 326 (% style="line-height:1.38" %) 327 -(% 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. 328 328 329 329 (% 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" %) 330 330 (% 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** 331 331 332 332 * (% 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 arelesspredictablebecause the creatures will traverse without being in an alert state.1 +Player Strategy: Patterns are more predictable. - State
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... ... @@ -1,1 +1,1 @@ 1 - UPDATED1 +SAFE
- XWiki.XWikiComments[5]
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- Original Selection
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... ... @@ -1,1 +1,0 @@ 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 carefully , neverknowwherethedangerlies.However,caneasilyescape fromdanger.1 +Player Strategies: Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. - 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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- Author
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Comment
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... ... @@ -1,1 +1,0 @@ 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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... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Comment
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... ... @@ -1,1 +1,0 @@ 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. - Date
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Comment
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... ... @@ -1,1 +1,0 @@ 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. - Date
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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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... ... @@ -1,0 +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
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.utkudagli - Comment
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... ... @@ -1,0 +1,3 @@ 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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