Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
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... ... @@ -287,13 +287,10 @@ 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. 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 2.4.1 295 -* **Claw Marks: **Claw marks indicate that a predator is nearby. 296 - 297 297 ---- 298 298 299 299 == **2 - Teaching the System** == ... ... @@ -314,30 +314,24 @@ 314 314 315 315 === **2.1 - Learning Through Natural Gameplay Loop** === 316 316 317 - 318 318 [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]] 319 319 320 320 321 321 === **2.2 - Creature Behaviour Complexity Progression** === 322 322 323 -(% style="line-height:1.38" %) 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. 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. 325 325 326 -(% style="line-height:1.38" %) 327 -(% 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** 328 - 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. 331 - 332 332 === **2.3 - Subtle Hints for the Player** === 333 333 334 334 * There will be no traditional NPCs; players will not learn the lore directly. 335 -* Mastering these mechanics will 336 -* 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. 337 337 338 338 === **2.4 - Quest Design for Teaching** === 339 339 340 - 341 341 (% style="line-height:1.38" %) 342 342 (% 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" %)**Teaching quest sequence examples** 343 343 ... ... @@ -349,5 +349,3 @@ 349 349 350 350 ==== 351 351 **Main comment by Adam ** ==== 352 - 353 -~)~)~)
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... ... @@ -1,1 +1,1 @@ 1 - toeachcreatureinthenewlayer. However,there are alsosuggestionsbelowwhichmayhelptoimprove the complexityof thecreaturebehaviour orthechallengeto the player.1 +behaviour and mechanics are introduced. Additionally, every new layer will increase the difficulty. If the player returns to earlier layers