Changes for page Eco-System System Design

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

From version 55.2
edited by Utku Dagli
on 2026/03/13 20:34
Change comment: (Autosaved)
To version 61.1
edited by Utku Dagli
on 2026/03/14 15:22
Change comment: There is no comment for this version

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287 287  
288 288  ==== **1.4. - Environmental Disturbance Types** ====
289 289  
290 +* For this section, a new document, Event Manager System, will be created, and the link will be put up as soon as it is finished.
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** ==
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319 319  
320 320  === **2.2 - Creature Behaviour Complexity Progression** ===
321 321  
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 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, the suggestions below may help improve the complexity of the creature's behaviour or the challenge for the player.
317 +* The difficulty of the creature complexity scale differs by layer.
318 +* In each layer, new creature behaviour and mechanics are introduced. Additionally, every new layer will increase the difficulty.
319 +* If the player returns to earlier layers, those areas will retain their difficulty levels, creating the feeling of character progression.
324 324  
325 -(% style="line-height:1.38" %)
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 -
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 control the progression of 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.
330 -
331 331  === **2.3 - Subtle Hints for the Player** ===
332 332  
333 333  * There will be no traditional NPCs; players will not learn the lore directly.
334 334  * 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
325 +* Mastering these mechanics will be through environmental storytelling elements.
326 +** Such as: Ruined structures, wall markings, item or object placements, and environmental decay.
327 +** More events to create more markings and decays will be mentioned later, and a link will be provided here.
337 337  
338 338  === **2.4 - Quest Design for Teaching** ===
339 339  
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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 +behaviour and mechanics are introduced. Additionally, every new layer will increase the difficulty. If the player returns to earlier layers