Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 60.1
edited by Utku Dagli
on 2026/03/14 14:25
on 2026/03/14 14:25
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To version 54.1
edited by Utku Dagli
on 2026/03/13 20:26
on 2026/03/13 20:26
Change comment:
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Page properties (1 modified, 0 added, 0 removed)
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... ... @@ -287,12 +287,20 @@ 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. 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 +* **Claw Marks: **Claw marks indicate that a predator is nearby. 296 + 292 292 ---- 293 293 299 +== == 300 + 294 294 == **2 - Teaching the System** == 295 295 303 + 296 296 (% 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. 297 297 298 298 **Player Types** ... ... @@ -309,25 +309,35 @@ 309 309 310 310 === **2.1 - Learning Through Natural Gameplay Loop** === 311 311 320 + 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. 326 +(% style="line-height:1.38" %) 327 +(% style="color:#000000; 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. 320 320 321 -=== **2.3 - Subtle Hints for the Player** === 329 +(% style="line-height:1.38" %) 330 +(% 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** 322 322 323 -* 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. 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. 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. 328 328 335 +=== **2.3 - NPC Dialogue with Subtle Hints** === 336 + 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 + 329 329 === **2.4 - Quest Design for Teaching** === 330 330 348 + 331 331 (% style="line-height:1.38" %) 332 332 (% 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** 333 333 ... ... @@ -339,3 +339,5 @@ 339 339 340 340 ==== 341 341 **Main comment by Adam ** ==== 360 + 361 +~)~)~)
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