Changes for page Eco-System System Design

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

From version 58.1
edited by Utku Dagli
on 2026/03/13 20:42
Change comment: There is no comment for this version
To version 55.1
edited by Utku Dagli
on 2026/03/13 20:29
Change comment: Updated annotations

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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.
291 291  
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 +* (% 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 +
292 292  ----
293 293  
294 294  == **2 - Teaching the System** ==
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309 309  
310 310  === **2.1 - Learning Through Natural Gameplay Loop** ===
311 311  
317 +
312 312  [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
313 313  
314 314  
315 315  === **2.2 - Creature Behaviour Complexity Progression** ===
316 316  
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.
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.
320 320  
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 +
321 321  === **2.3 - Subtle Hints for the Player** ===
322 322  
323 323  * There will be no traditional NPCs; players will not learn the lore directly.
324 -* 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.
325 -* Mastering these mechanics will be through environmental storytelling elements. Such as;
326 -** Ruined structures, wall markings, item or object placements, and environmental decay.
335 +* Mastering these mechanics will
336 +*
327 327  
328 328  === **2.4 - Quest Design for Teaching** ===
329 329  
340 +
330 330  (% style="line-height:1.38" %)
331 331  (% 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**
332 332  
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338 338  
339 339  ====
340 340  **Main comment by Adam ** ====
352 +
353 +~)~)~)
XWiki.XWikiComments[10]
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1 -behaviour and mechanics are introduced. Additionally, every new layer will increase the difficulty. If the player returns to earlier layers
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.