Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 1.1
edited by Utku Dagli
on 2025/12/16 21:16
on 2025/12/16 21:16
Change comment:
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To version 17.1
edited by Alexandros Mloukie
on 2025/12/19 20:43
on 2025/12/19 20:43
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... ... @@ -1,1 +1,1 @@ 1 -XWiki. utkudagli1 +XWiki.AlexandrosMloukie - Content
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... ... @@ -1,34 +1,27 @@ 1 -= =**0 - Introduction**==1 += 0 - Introduction = 2 2 3 - 4 4 This documentation describes a system that establishes a framework for creatures' behaviours within the ecosystem. This system aims for consistency, enabling the player to understand and explore more of the organic variations and predict the location or behaviour of the creatures. 5 5 6 -== =**0.1 - Disclaimer**===5 +== 0.1 - Disclaimer == 7 7 8 - 9 9 In this document, the names and examples used are for illustrative purposes only; they are not creatures or anything else that are designed for this game. This is a living document, and any specifics pertaining to the mechanics, numbers, and more are subject to change. The assignee of this task is free to apply any values, effects, and other unspecified elements, or contact {{mention reference="XWiki.AdamDesign" style="FULL_NAME" anchor="XWiki-AdamDesign-q22x2e"/}} or {{mention reference="XWiki.utkudagli" style="FULL_NAME" anchor="XWiki-utkudagli-rxh00q"/}} to get further guidelines. 10 10 11 -== =**0.2 -LocalDictionary**===9 +== 0.2 - Terminology == 12 12 13 - 14 -|=Term|=Meaning 15 -|PC|Player Character 16 -|NPC|((( 11 +(% class="table-bordered" %) 12 +(% class="active" %)|=(% style="width: 204px;" %)Term|=(% style="width: 958px;" %)Meaning 13 +|(% style="width:204px" %)PC|(% style="width:958px" %)Player Character 14 +|(% style="width:204px" %)NPC|(% style="width:958px" %)((( 17 17 Non-Playable Character 18 18 ))) 19 -|Micro-Zone|Invisible spawn region, within a biome tied to terrain function 20 -|State Machine|A system for managing the creature's behaviour through states 21 -|Behavioural State|Current behavioural state of the creature 17 +|(% style="width:204px" %)Micro-Zone|(% style="width:958px" %)Invisible spawn region, within a biome tied to terrain function 18 +|(% style="width:204px" %)State Machine|(% style="width:958px" %)A system for managing the creature's behaviour through states 19 +|(% style="width:204px" %)Behavioural State|(% style="width:958px" %)Current behavioural state of the creature 22 22 23 -== == 24 - 25 25 ---- 26 26 27 -= ===23 += 1 - System Architecture = 28 28 29 -== **1 - System Architecture** == 30 - 31 - 32 32 This system operates on four interconnected layers. Each layer builds upon the previous layer. 33 33 34 34 * Layer 1: Creature State Machine ... ... @@ -36,63 +36,65 @@ 36 36 * Layer 3: Interaction Chains 37 37 * Layer 4: Environmental Traces 38 38 39 -[[image: 1765911944829-936.png]]32 +[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]] 40 40 41 -== =**1.1 - Layer 1: Creature State Machine**===34 +== 1.1 - Layer 1: Creature State Machine == 42 42 36 +**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorised into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behaviour varies under observable conditions, such as day and weather cycles. 43 43 44 - (% 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" %)**CoreConcept:**(% 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" %) Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorised into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behaviour varies under observable conditions, such as day and weather cycles.38 +=== 1.1.1 - Core States === 45 45 40 +(% class="table-bordered" %) 41 +(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1019px;" %)Characteristics 42 +|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1019px" %)((( 43 +* Low activity, reduced movement 44 +* Found in a sheltered location (caves, dense foliage, nest, etc.) 45 +* Increased during rain 46 +* Creatures are less aggressive and easier to approach. 47 +** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive. 48 +** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away. 49 +))) 50 +|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)((( 51 +* Active foraging/hunting 52 +* Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures) 53 +* Peak activity during sunny conditions. 54 +))) 55 +|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)((( 56 +* Transitional movement between states 57 +* Creatures move between micro-zones when there is a situation related to that creature. For instance, if the prey creature is in the feeding state, it can move from the opening to the forest edge to eat tasty berries. 58 +* Follows terrain-based pathways, such as waterways and ridgelines. 59 +* The most unpredictable state creates variances. 60 +))) 61 +|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)((( 62 +* Defending specific areas. 63 +* Aggressive toward all intruders. 64 +* Around nests and sheltered locations. 65 +* Localised to specific locations. 66 +* **Prey:** When the player or another predator enters the prey’s territory, if the prey has an attack chance or can attack (like a deer using its antlers to attack), it will attack to knock the player or the predator down and run away. 67 +))) 68 +|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)((( 69 +* Drawn to the recent kill sites. 70 +* Appears after predators or the player’s hunt 71 +* After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it. 72 +))) 73 +|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)((( 74 +* Auditory awareness increased 75 +* They move slowly 76 +* More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state. 77 +))) 78 +|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)((( 79 +* Triggers after the creature feels threatened. 80 +))) 46 46 47 -==== **1.1.1 - CoreStates**====82 +==== State Transition Diagram ==== 48 48 84 +[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]] 49 49 50 -* (% 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" %)**Resting** 51 -** (% 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" %)Low activity, reduced movement 52 -** (% 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" %)Found in a sheltered location (caves, dense foliage, nest, etc.) 53 -** (% 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" %)Increased during rain 54 -** (% 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 are less aggressive and easier to approach. 55 -** (% 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" %)**Predator: **(% 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 a predator creature notices the player or another predator while resting, it becomes aggressive. 56 -** (% 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" %)**Prey & Scavenger:**(% 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 detects the player or a predator while resting, it flees or flies away. 57 -* (% 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" %)**Feeding** 58 -** (% 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" %)Active foraging/hunting 59 -** (% 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" %)Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures) 60 -** (% 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" %)Peak activity during sunny conditions. 61 -* (% 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" %)**Migrating** 62 -** (% 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" %)Transitional movement between states 63 -** (% 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 move between micro-zones when there is a situation related to that creature. For instance, if the prey creature is in the feeding state, it can move from the opening to the forest edge to eat tasty berries. 64 -** (% 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" %)Follows terrain-based pathways, such as waterways and ridgelines. 65 -** (% 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 most unpredictable state creates variances. 66 -* (% 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" %)**Territorial** 67 -** (% 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" %)Defending specific areas. 68 -** (% 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" %)Aggressive toward all intruders. 69 -** (% 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" %)Around nests and sheltered locations. 70 -** (% 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" %)Localised to specific locations. 71 -** (% 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" %)**Prey:**(% 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 player or another predator enters the prey’s territory, if the prey has an attack chance or can attack (like a deer using its antlers to attack), it will attack to knock the player or the predator down and run away. 72 -* (% 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" %)**Scavenging (only for scavengers)** 73 -** (% 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" %)Drawn to the recent kill sites. 74 -** (% 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" %)Appears after predators or the player’s hunt 75 -** (% 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 prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it. 76 -* (% 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" %)**Alert** 77 -** (% 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" %)Auditory awareness increased 78 -** (% 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" %)They move slowly 79 -** (% 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" %)More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state. 80 -* **Flee** 81 -** Triggers after the creature feels threatened. 82 - 83 - 84 -**State Transition Diagram: ** 85 - 86 -[[image:1765912618725-168.png]] 87 - 88 - 89 89 |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location 90 -| (%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Predator|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Caves → Open areas91 -| (%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Prey|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Water → Open Areas →Shelter87 +|Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas 88 +|Prey|Feeding|Resting|Feeding|Resting|Water → Open Areas →Shelter 92 92 |(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Kill Sites → Trees → Caves 93 93 94 - 95 - 96 96 ==== **1.1.2 - Weather System** ==== 97 97 98 98 ... ... @@ -124,7 +124,6 @@ 124 124 ** (% 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" %)Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators. 125 125 ** (% 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" %)**Player Strategies: **(% 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" %)Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. 126 126 127 - 128 128 |=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 129 129 |Sunny|100%|100%|1.0x|100%|((( 130 130 100% ... ... @@ -136,10 +136,8 @@ 136 136 ))) 137 137 |Foggy|80%|60%|1.5x|40%|150% 138 138 133 +[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 139 139 140 - 141 -[[image:1765913168895-550.png]] 142 - 143 143 === === 144 144 145 145 === **1.2 - Layer 2: Micro-zoning** === ... ... @@ -152,7 +152,6 @@ 152 152 * (% 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" %)**Cave Entrance: **(% 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" %)Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too. 153 153 * (% 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" %)**Riverside/Seashore: **(% 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" %)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. 154 154 155 - 156 156 ==== **1.2.1 - Micro-zone types** ==== 157 157 158 158 ... ... @@ -172,7 +172,6 @@ 172 172 ** (% 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" %)**Cave Entrance: **(% 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 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. 173 173 ** (% 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" %)**Inner Cave: **(% 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" %)A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest. 174 174 175 - 176 176 |=((( 177 177 State/Creature 178 178 )))|=Prey|=Predator|=Scavengers ... ... @@ -185,7 +185,6 @@ 185 185 |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2. 186 186 |=Alert|During Fog|During Fog|During Fog 187 187 188 - 189 189 === **1.3 - Layer 3: Interaction Chains** === 190 190 191 191 === ... ... @@ -206,7 +206,6 @@ 206 206 ** (% 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" %)Most of the sounds will be muffled by rain interference. 207 207 ** (% 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. 208 208 209 - 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" %)**1.3.2 - Prey-Prey Interaction**(%%) ==== 211 211 212 212 ... ... @@ -215,7 +215,6 @@ 215 215 * (% 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) 216 216 * (% 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. 217 217 218 - 219 219 **1.3.3 - Scavenger Interaction** 220 220 221 221 ... ... @@ -224,7 +224,6 @@ 224 224 * (% 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. 225 225 * (% 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. 226 226 227 - 228 228 |Time: 0|Kill Occurs 229 229 |Sunny Weather|5 mins: Scavenger arrives 230 230 |Foggy Weather|7 mins: Scavenger arrives ... ... @@ -232,7 +232,6 @@ 232 232 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes 233 233 |Time: 20+ mins|Carcass despawns if not scavenged 234 234 235 - 236 236 === **1.4 - Layer 4: Environmental Traces** === 237 237 238 238 ... ... @@ -266,7 +266,6 @@ 266 266 * (% 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" %)10 mins: 33% visibility 267 267 * (% 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" %)15 mins: Faded 268 268 269 - 270 270 ==== **1.4.2 - Audio Range by Weather** ==== 271 271 272 272 ... ... @@ -300,7 +300,6 @@ 300 300 |Rainy|100m|0.6x|60m|Muffled|Close-range only 301 301 |Foggy|100m|1.5x|150m|Echoing|Wide area search 302 302 303 - 304 304 ==== **1.4. - Environmental Disturbance Types** ==== 305 305 306 306 ... ... @@ -310,7 +310,6 @@ 310 310 * (% 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 2.4.1 311 311 * **Claw Marks: **Claw marks indicate that a predator is nearby. 312 312 313 - 314 314 ---- 315 315 316 316 == == ... ... @@ -332,11 +332,10 @@ 332 332 ** Learns from the NPC 333 333 ** Benefits from community knowledge 334 334 335 - 336 336 === **2.1 - Learning Through Natural Gameplay Loop** === 337 337 338 338 339 -[[image: 1765915553090-883.png]]320 +[[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]] 340 340 341 341 342 342 === **2.2 - Creature Behaviour Complexity Progression** === ... ... @@ -382,7 +382,6 @@ 382 382 * (% 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. 383 383 * (% 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. 384 384 385 - 386 386 === **2.3 - NPC Dialogue with Subtle Hints** === 387 387 388 388 ... ... @@ -394,7 +394,6 @@ 394 394 * (% 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. 395 395 * (% 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. 396 396 397 - 398 398 === **2.4 - Quest Design for Teaching** === 399 399 400 400
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