Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
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Objects (2 modified, 1 added, 1 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. ... ... @@ -98,7 +98,7 @@ 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 are less predictable because the creatures will traversewithout being in an alert state.However,creatures will be more visible,so the PC could engage more easily, too.102 +* **Player Strategy:** Patterns are less predictable because the creatures will travers without being in alert state. However creatures will be more visible so the PC could engage more easily, too. 102 102 ))) 103 103 |Bad Weather (Rainy, Storm, etc.)|((( 104 104 * Visibility: 80% ... ... @@ -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 +|Low Visibility (Fog, Sand storm, etc.)|((( 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 ... ... @@ -145,16 +145,16 @@ 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 scavengefromother 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{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hangs out, feeds and scavangers other animals. 156 +|(% 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. ... ... @@ -164,7 +164,7 @@ 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 tryto useit as a shelter.Thiswill create uncertainty for the player whether they found prey orapredator in here. Other than rainy days, there will be no prey. During foggy periods, predators will be here.166 +|(% 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. 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" %) ... ... @@ -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)**190 +* (% 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.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" %)Audio Detection will be 100 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" %)Within 50 meters, a slight leaf crunch will trigger the flee state. 194 +* (% 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** 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" %)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.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 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.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" %)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** 209 209 209 + 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.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 foggy, scavengers will spawn in 7 minutes near the carcass. 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 rainy, scavengers will spawn in 10 minutes near the carcass. 214 214 215 -|Time|Kill Occurs 215 +|Time: 0|Kill Occurs 216 216 |Sunny Weather|5 mins: Scavenger arrives 217 -| Low Visibility Weather|10mins: Scavenger arrives218 -| BadWeather|12mins: Scavenger arrives217 +|Foggy Weather|7 mins: Scavenger arrives 218 +|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" %) 70m275 +(% 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 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" %) Echo Effect, harder to pinpoint 279 279 280 280 281 281 **Audio Range Table**
- XWiki.XWikiComments[4]
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... ... @@ -1,1 +1,1 @@ 1 -Player Strategy: Patterns are less predictable because the creatures will traversewithout being in an alert state.1 +Player Strategy: Patterns are less predictable because the creatures will travers without being in alert state.
- 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
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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, 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. 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