Changes for page Eco-System System Design

Last modified by Utku Dagli on 2026/03/14 17:22

From version 54.1
edited by Utku Dagli
on 2026/03/13 20:26
Change comment: There is no comment for this version
To version 51.1
edited by Utku Dagli
on 2026/03/13 20:09
Change comment: Updated annotations

Summary

Details

Page properties
Content
... ... @@ -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 nearby threats. 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.
... ... @@ -118,7 +118,7 @@
118 118  * Movement: 70%
119 119  * Fog dampens environmental sounds, reducing audio clarity for both players and creatures.
120 120  * 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 +* The detection range is reduced during fog. Creatures will be territorial, but lose the trace of others easily due to fog.
122 122  * Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension.
123 123  * Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC.
124 124  * **Player Strategies:** Move carefully, never know where the danger lies. However, can easily escape from danger.
... ... @@ -127,8 +127,8 @@
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%
131 +|Rainy|70%|40%|2.0x|80%|60%
132 +|Foggy|80%|60%|1.5x|50%|70%
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 scavenge the dead animals.
149 +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 the water ecosystem hide and shelter from the entities outside of the water ecosystem.
151 +|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.
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.
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 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.
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.
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)**
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**
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 -** 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.
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.
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-visibility and bad weather, they spawn and remain more clustered. Herd-like.
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.
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 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.
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.
207 207  
208 208  **1.3.3 - Scavenger Interaction**
209 209  
211 +
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 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.
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.
214 214  
215 -|Time|Kill Occurs
217 +|Time: 0|Kill Occurs
216 216  |Sunny Weather|5 mins: Scavenger arrives
217 -|Low Visibility Weather|10 mins: Scavenger arrives
218 -|Bad Weather|12 mins: Scavenger arrives
219 +|Foggy Weather|7 mins: Scavenger arrives
220 +|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" %) 70m
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
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" %) Muffled and harder to pinpoint
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
279 279  
280 280  
281 281  **Audio Range Table**
... ... @@ -283,7 +283,7 @@
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|0.7x|70m|Muffled|Wide area search
288 +|Foggy|100m|1.5x|150m|Echoing|Wide area search
287 287  
288 288  ==== **1.4. - Environmental Disturbance Types** ====
289 289  
XWiki.XWikiComments[1]
Original Selection
... ... @@ -1,1 +1,0 @@
1 -More reactive to the sound-based threats.
Selection
... ... @@ -1,1 +1,1 @@
1 -More reactive to the nearby threats.
1 +More reactive to the sound-based threats.
State
... ... @@ -1,1 +1,1 @@
1 -UPDATED
1 +SAFE