Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 16.1
edited by Alexandros Mloukie
on 2025/12/19 20:33
on 2025/12/19 20:33
Change comment:
There is no comment for this version
To version 17.1
edited by Alexandros Mloukie
on 2025/12/19 20:43
on 2025/12/19 20:43
Change comment:
There is no comment for this version
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... ... @@ -38,8 +38,8 @@ 38 38 === 1.1.1 - Core States === 39 39 40 40 (% class="table-bordered" %) 41 -(% class="active" %)|=State|=Characteristics 42 -|Resting|((( 41 +(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1019px;" %)Characteristics 42 +|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1019px" %)((( 43 43 * Low activity, reduced movement 44 44 * Found in a sheltered location (caves, dense foliage, nest, etc.) 45 45 * Increased during rain ... ... @@ -47,18 +47,18 @@ 47 47 ** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive. 48 48 ** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away. 49 49 ))) 50 -|Feeding|((( 50 +|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)((( 51 51 * Active foraging/hunting 52 52 * Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures) 53 53 * Peak activity during sunny conditions. 54 54 ))) 55 -|Migrating|((( 55 +|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)((( 56 56 * Transitional movement between states 57 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 58 * Follows terrain-based pathways, such as waterways and ridgelines. 59 59 * The most unpredictable state creates variances. 60 60 ))) 61 -|Territorial|((( 61 +|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)((( 62 62 * Defending specific areas. 63 63 * Aggressive toward all intruders. 64 64 * Around nests and sheltered locations. ... ... @@ -65,28 +65,27 @@ 65 65 * Localised to specific locations. 66 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 67 ))) 68 -|Scavenging|((( 68 +|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)((( 69 69 * Drawn to the recent kill sites. 70 70 * Appears after predators or the player’s hunt 71 71 * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it. 72 72 ))) 73 -|Alert|((( 73 +|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)((( 74 74 * Auditory awareness increased 75 75 * They move slowly 76 76 * More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state. 77 77 ))) 78 -|Flee|((( 78 +|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)((( 79 79 * Triggers after the creature feels threatened. 80 80 ))) 81 81 82 - **State Transition Diagram:**82 +==== State Transition Diagram ==== 83 83 84 84 [[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]] 85 85 86 - 87 87 |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location 88 -| (%%)(% 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 areas89 -| (%%)(% 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 90 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" %)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 91 91 92 92 ==== **1.1.2 - Weather System** ====