Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
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Page properties (1 modified, 0 added, 0 removed)
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Objects (5 modified, 1 added, 3 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 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 -| 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 ... ... @@ -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** ... ... @@ -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 search286 +|Foggy|100m|1.5x|150m|Echoing|Wide area search 287 287 288 288 ==== **1.4. - Environmental Disturbance Types** ==== 289 289 ... ... @@ -291,13 +291,16 @@ 291 291 * (% 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. 292 292 * (% 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. 293 293 * (% 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. Asaresult, 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 2.4.1294 +* (% 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 2.4.1 295 295 * **Claw Marks: **Claw marks indicate that a predator is nearby. 296 296 297 297 ---- 298 298 299 +== == 300 + 299 299 == **2 - Teaching the System** == 300 300 303 + 301 301 (% 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. 302 302 303 303 **Player Types** ... ... @@ -314,6 +314,7 @@ 314 314 315 315 === **2.1 - Learning Through Natural Gameplay Loop** === 316 316 320 + 317 317 [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]] 318 318 319 319 ... ... @@ -320,23 +320,28 @@ 320 320 === **2.2 - Creature Behaviour Complexity Progression** === 321 321 322 322 (% style="line-height:1.38" %) 323 -(% style="color: #000000; font-family:Arial,sans-serif; font-size:14.6667px; white-space-collapse:preserve" %)In each layer,there will be new creaturesthatmay differ in many aspectsfromthoseinprevious layers. Which the player will get used to each creature in the new layer. However,the suggestions below may help improve the complexity of the creature'sbehaviour or the challengeforthe player.327 +(% style="color: rgb(0, 0, 0); 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. 324 324 325 325 (% style="line-height:1.38" %) 326 326 (% 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** 327 327 328 -* (% 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 controlthe progressionof complexity.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, experience level could be used to set the progression of complexity.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. 330 330 331 -=== **2.3 - Subtle Hints for the Player** ===335 +=== **2.3 - NPC Dialogue with Subtle Hints** === 332 332 333 -* There will be no traditional NPCs; players will not learn the lore directly. 334 -* 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. 335 -* Mastering these mechanics will be through environmental storytelling elements. Such as; 336 -** x 337 337 338 +(% 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 + 338 338 === **2.4 - Quest Design for Teaching** === 339 339 348 + 340 340 (% style="line-height:1.38" %) 341 341 (% 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" %)**Teaching quest sequence examples** 342 342 ... ... @@ -348,3 +348,5 @@ 348 348 349 349 ==== 350 350 **Main comment by Adam ** ==== 360 + 361 +~)~)~)
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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 +1,1 @@ 1 -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.1 +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.
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... ... @@ -1,1 +1,0 @@ 1 -NPC Dialogue with Subtle Hints - Selection
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... ... @@ -1,1 +1,1 @@ 1 -Subtle Hints 1 +NPC Dialogue with Subtle Hints - 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 -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 -3
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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 -1
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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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... ... @@ -1,1 +1,0 @@ 1 -0
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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