Changes for page Eco-System System Design

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

From version 13.1
edited by Alexandros Mloukie
on 2025/12/19 20:23
Change comment: There is no comment for this version
To version 1.1
edited by Utku Dagli
on 2025/12/16 21:16
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -XWiki.AlexandrosMloukie
1 +XWiki.utkudagli
Content
... ... @@ -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;" %)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  
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
... ... @@ -29,23 +29,22 @@
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:1765911944829-936.png]]
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  
38 -=== 1.1.1 - Core States ===
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.
39 39  
40 -(% class="table-bordered" %)
41 -(% class="active" %)|=State|=Characteristics
42 -| Resting| Test
43 43  
47 +==== **1.1.1 - Core States** ====
44 44  
45 -* Low activity, reduced movement
46 -* Found in a sheltered location (caves, dense foliage, nest, etc.)
47 -* Increased during rain
48 -* Creatures are less aggressive and easier to approach.
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.
49 49  ** (% 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.
50 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" %)**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.
51 51  * (% 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**
... ... @@ -74,9 +74,10 @@
74 74  * **Flee**
75 75  ** Triggers after the creature feels threatened.
76 76  
83 +
77 77  **State Transition Diagram: **
78 78  
79 -[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
86 +[[image:1765912618725-168.png]]
80 80  
81 81  
82 82  |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
... ... @@ -84,6 +84,8 @@
84 84  |(%%)(% 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 →Shelter
85 85  |(%%)(% 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
86 86  
94 +
95 +
87 87  ==== **1.1.2 - Weather System** ====
88 88  
89 89  
... ... @@ -115,6 +115,7 @@
115 115  ** (% 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.
116 116  ** (% 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.
117 117  
127 +
118 118  |=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
119 119  |Sunny|100%|100%|1.0x|100%|(((
120 120  100%
... ... @@ -126,8 +126,10 @@
126 126  )))
127 127  |Foggy|80%|60%|1.5x|40%|150%
128 128  
129 -[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
130 130  
140 +
141 +[[image:1765913168895-550.png]]
142 +
131 131  === ===
132 132  
133 133  === **1.2 - Layer 2: Micro-zoning** ===
... ... @@ -140,6 +140,7 @@
140 140  * (% 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.
141 141  * (% 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.
142 142  
155 +
143 143  ==== **1.2.1 - Micro-zone types** ====
144 144  
145 145  
... ... @@ -159,6 +159,7 @@
159 159  ** (% 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.
160 160  ** (% 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.
161 161  
175 +
162 162  |=(((
163 163  State/Creature
164 164  )))|=Prey|=Predator|=Scavengers
... ... @@ -171,6 +171,7 @@
171 171  |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
172 172  |=Alert|During Fog|During Fog|During Fog
173 173  
188 +
174 174  === **1.3 -  Layer 3: Interaction Chains** ===
175 175  
176 176  ===
... ... @@ -191,6 +191,7 @@
191 191  ** (% 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.
192 192  ** (% 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.
193 193  
209 +
194 194  ==== (% 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**(%%) ====
195 195  
196 196  
... ... @@ -199,6 +199,7 @@
199 199  * (% 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)
200 200  * (% 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.
201 201  
218 +
202 202  **1.3.3 - Scavenger Interaction**
203 203  
204 204  
... ... @@ -207,6 +207,7 @@
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" %)If the weather is foggy, scavengers will spawn in 7 minutes near the carcass.
208 208  * (% 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.
209 209  
227 +
210 210  |Time: 0|Kill Occurs
211 211  |Sunny Weather|5 mins: Scavenger arrives
212 212  |Foggy Weather|7 mins: Scavenger arrives
... ... @@ -214,6 +214,7 @@
214 214  |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes
215 215  |Time: 20+ mins|Carcass despawns if not scavenged
216 216  
235 +
217 217  === **1.4 - Layer 4: Environmental Traces** ===
218 218  
219 219  
... ... @@ -247,6 +247,7 @@
247 247  * (% 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
248 248  * (% 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
249 249  
269 +
250 250  ==== **1.4.2 - Audio Range by Weather** ====
251 251  
252 252  
... ... @@ -280,6 +280,7 @@
280 280  |Rainy|100m|0.6x|60m|Muffled|Close-range only
281 281  |Foggy|100m|1.5x|150m|Echoing|Wide area search
282 282  
303 +
283 283  ==== **1.4. - Environmental Disturbance Types** ====
284 284  
285 285  
... ... @@ -289,6 +289,7 @@
289 289  * (% 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
290 290  * **Claw Marks: **Claw marks indicate that a predator is nearby.
291 291  
313 +
292 292  ----
293 293  
294 294  == ==
... ... @@ -310,10 +310,11 @@
310 310  ** Learns from the NPC
311 311  ** Benefits from community knowledge
312 312  
335 +
313 313  === **2.1 - Learning Through Natural Gameplay Loop** ===
314 314  
315 315  
316 -[[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
339 +[[image:1765915553090-883.png]]
317 317  
318 318  
319 319  === **2.2 - Creature Behaviour Complexity Progression** ===
... ... @@ -359,6 +359,7 @@
359 359  * (% 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.
360 360  * (% 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.
361 361  
385 +
362 362  === **2.3 - NPC Dialogue with Subtle Hints** ===
363 363  
364 364  
... ... @@ -370,6 +370,7 @@
370 370  * (% 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.
371 371  * (% 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.
372 372  
397 +
373 373  === **2.4 - Quest Design for Teaching** ===
374 374  
375 375  
Screenshot 2025-12-08 131237.png
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.utkudagli
Size
... ... @@ -1,1 +1,0 @@
1 -32.4 KB
Content
Screenshot 2025-12-08 162729.png
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.utkudagli
Size
... ... @@ -1,1 +1,0 @@
1 -35.6 KB
Content
Screenshot 2025-12-09 161553.png
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.utkudagli
Size
... ... @@ -1,1 +1,0 @@
1 -31.8 KB
Content
Screenshot 2025-12-16 230546.png
Author
... ... @@ -1,1 +1,0 @@
1 -XWiki.utkudagli
Size
... ... @@ -1,1 +1,0 @@
1 -55.5 KB
Content