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
Change comment: There is no comment for this version
To version 7.1
edited by Utku Dagli
on 2025/12/16 21:40
Change comment: Deleted image "Screenshot 2025-12-08 162723.png"

Summary

Details

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1 -XWiki.AlexandrosMloukie
1 +XWiki.utkudagli
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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;" %)Meaning
13 -|(% style="width:204px" %)PC|(% style="width:958px" %)Player Character
14 -|(% 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 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
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
20 20  
21 21  ----
22 22  
23 -= 1 - System Architecture =
25 +== **1 - System Architecture** ==
24 24  
27 +
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
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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"]]
35 +**[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]]**
33 33  
34 -== 1.1 - Layer 1: Creature State Machine ==
37 +=== **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  
40 +(% 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  
42 +
39 39  ==== **1.1.1 - Core States** ====
40 40  
41 41  
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74 74  
75 75  **State Transition Diagram: **
76 76  
77 -[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
81 +[[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
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124 124  )))
125 125  |Foggy|80%|60%|1.5x|40%|150%
126 126  
127 -[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
131 +[[image:1765913168895-550.png]]
128 128  
129 129  === ===
130 130  
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311 311  === **2.1 - Learning Through Natural Gameplay Loop** ===
312 312  
313 313  
314 -[[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
318 +[[image:1765915553090-883.png]]
315 315  
316 316  
317 317  === **2.2 - Creature Behaviour Complexity Progression** ===
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