Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
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... ... @@ -283,24 +283,18 @@ 283 283 |=Weather|=Base Range|=Modifier|=Effective Range|=Directionality|=Player Strategy 284 284 |Sunny|100m|1.0x|100m|Clear|Accurate tracking 285 285 |Rainy|100m|0.6x|60m|Muffled|Close-range only 286 -|Foggy|100m| 1.5x|150m|Echoing|Wide area search286 +|Foggy|100m|0.7x|70m|Muffled|Wide area search 287 287 288 288 ==== **1.4. - Environmental Disturbance Types** ==== 289 289 290 +* ((( 291 +==== These will be identified and exemplified ==== 292 +))) 290 290 291 -* (% 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. 292 -* (% 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. 293 -* (% 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. 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. 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 2.4.1 295 -* **Claw Marks: **Claw marks indicate that a predator is nearby. 296 - 297 297 ---- 298 298 299 -== == 300 - 301 301 == **2 - Teaching the System** == 302 302 303 - 304 304 (% 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. 305 305 306 306 **Player Types** ... ... @@ -317,35 +317,24 @@ 317 317 318 318 === **2.1 - Learning Through Natural Gameplay Loop** === 319 319 320 - 321 321 [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]] 322 322 323 323 324 324 === **2.2 - Creature Behaviour Complexity Progression** === 325 325 326 -(% style="line-height:1.38" %) 327 -(% 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. 319 +* The difficulty of the creature complexity scale differs by layer. 320 +* In each layer, new creature behaviour and mechanics are introduced. Additionally, every new layer will increase the difficulty. 321 +* If the player returns to earlier layers, those areas will retain their difficulty levels, creating the feeling of character progression. 328 328 329 -(% style="line-height:1.38" %) 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** 323 +=== **2.3 - Subtle Hints for the Player** === 331 331 332 -* (% 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. 333 -* (% 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. 325 +* There will be no traditional NPCs; players will not learn the lore directly. 326 +* However, they will have the chance to interact with non-humanoid NPCs in the form of magical stones, spirit-like entities, and ambient presences, etc. 327 +* Mastering these mechanics will be through environmental storytelling elements. Such as; 328 +** Ruined structures, wall markings, item or object placements, and environmental decay. 334 334 335 -=== **2.3 - NPC Dialogue with Subtle Hints** === 336 - 337 - 338 -(% style="line-height:1.38" %) 339 -(% 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** 340 - 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" %)**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. 342 -* (% 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. 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" %)**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. 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" %)**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. 345 - 346 346 === **2.4 - Quest Design for Teaching** === 347 347 348 - 349 349 (% style="line-height:1.38" %) 350 350 (% 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" %)**Teaching quest sequence examples** 351 351 ... ... @@ -357,5 +357,3 @@ 357 357 358 358 ==== 359 359 **Main comment by Adam ** ==== 360 - 361 -~)~)~)
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... ... @@ -1,1 +1,1 @@ 1 -to each creature in the new layer. However the reare also suggestions belowwhichmay helptoimprove the complexity of the creature behaviour or the challengeto the player.1 +to each creature in the new layer. However, the suggestions below may help improve the complexity of the creature's behaviour or the challenge for the player.
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... ... @@ -1,0 +1,1 @@ 1 +NPC Dialogue with Subtle Hints - Selection
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