Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 10.1
edited by Alexandros Mloukie
on 2025/12/19 20:15
on 2025/12/19 20:15
Change comment:
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To version 5.1
edited by Utku Dagli
on 2025/12/16 21:38
on 2025/12/16 21:38
Change comment:
There is no comment for this version
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... ... @@ -1,27 +1,34 @@ 1 -= 0 - Introduction = 1 +== **0 - Introduction** == 2 2 3 + 3 3 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. 4 4 5 -== 0.1 - Disclaimer == 6 +=== **0.1 - Disclaimer** === 6 6 8 + 7 7 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. 8 8 9 -== 0.2 - Terminology ==11 +=== **0.2 - Local Dictionary** === 10 10 11 - (% class="table-bordered" %)12 - (% class="active" %)|=(% style="width: 204px;" %)Term|=(% style="width: 958px;" %)Meaning13 -| (% style="width:204px" %)PC|(% style="width:958px" %)Player Character14 -| (% style="width:204px" %)NPC|(% style="width:958px" %)(((13 + 14 +|=Term|=Meaning 15 +|PC|Player Character 16 +|NPC|((( 15 15 Non-Playable Character 16 16 ))) 17 -| (% style="width:204px" %)Micro-Zone|(% style="width:958px" %)Invisible spawn region, within a biome tied to terrain function18 -| (% style="width:204px" %)State Machine|(% style="width:958px" %)A system for managing the creature's behaviour through states19 -| (% style="width:204px" %)Behavioural State|(% style="width:958px" %)Current behavioural state of the creature19 +|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 20 20 23 +== == 24 + 21 21 ---- 22 22 23 -= 1-System Architecture=27 +== == 24 24 29 +== **1 - System Architecture** == 30 + 31 + 25 25 This system operates on four interconnected layers. Each layer builds upon the previous layer. 26 26 27 27 * Layer 1: Creature State Machine ... ... @@ -29,13 +29,14 @@ 29 29 * Layer 3: Interaction Chains 30 30 * Layer 4: Environmental Traces 31 31 32 -[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]] 39 +**[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]]** 33 33 34 -== 1.1 - Layer 1: Creature State Machine == 41 +=== **1.1 - Layer 1: Creature State Machine** === 35 35 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. 37 37 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" %)**Core Concept:**(% 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 38 46 + 39 39 ==== **1.1.1 - Core States** ==== 40 40 41 41 ... ... @@ -74,7 +74,7 @@ 74 74 75 75 **State Transition Diagram: ** 76 76 77 -[[image:Screenshot 2025-12-08 16272 9.png||alt="State Transition Diagram"]]85 +[[image:Screenshot 2025-12-08 162723.png||alt="State Transition Diagram"]] 78 78 79 79 80 80 |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location ... ... @@ -124,7 +124,7 @@ 124 124 ))) 125 125 |Foggy|80%|60%|1.5x|40%|150% 126 126 127 -[[image: Screenshot 2025-12-09161553.png||alt="Weather System"]]135 +[[image:1765913168895-550.png]] 128 128 129 129 === === 130 130 ... ... @@ -311,7 +311,7 @@ 311 311 === **2.1 - Learning Through Natural Gameplay Loop** === 312 312 313 313 314 -[[image: Screenshot 2025-12-16230546.png||alt="Learning Through Natural Gameplay Loop"]]322 +[[image:1765915553090-883.png]] 315 315 316 316 317 317 === **2.2 - Creature Behaviour Complexity Progression** ===
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