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
Change comment: There is no comment for this version
To version 46.2
edited by Utku Dagli
on 2026/03/07 15:39
Change comment: Added comment

Summary

Details

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Author
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1 -XWiki.AlexandrosMloukie
1 +XWiki.utkudagli
Content
... ... @@ -37,28 +37,29 @@
37 37  
38 38  === 1.1.1 - Core States ===
39 39  
40 -(% class="table-bordered" %)
41 -(% class="active" %)|=State|=Characteristics
42 -|Resting|(((
40 +(% class="table-bordered" style="width:1210px" %)
41 +(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1058px;" %)Characteristics
42 +|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1058px" %)(((
43 43  * Low activity, reduced movement
44 -* Found in a sheltered location (caves, dense foliage, nest, etc.)
44 +* Found in a sheltered location (caves, dense foliage, nest, deep water, etc.)
45 45  * Increased during rain
46 46  * Creatures are less aggressive and easier to approach.
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:1058px" %)(((
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 +** For underwater creatures, unless it's raining, they could be in a feeding state.
54 54  )))
55 -|Migrating|(((
56 +|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1058px" %)(((
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|(((
62 +|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1058px" %)(((
62 62  * Defending specific areas.
63 63  * Aggressive toward all intruders.
64 64  * Around nests and sheltered locations.
... ... @@ -65,108 +65,109 @@
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|(((
69 +|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1058px" %)(((
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|(((
74 +|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
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|(((
79 +|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
79 79  * Triggers after the creature feels threatened.
80 80  )))
81 81  
82 -**State Transition Diagram: **
83 +==== State Transitions ====
83 83  
84 -[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
85 +(% class="table-bordered" %)
86 +(% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
87 +|Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
88 +|Prey|Feeding|Resting|Feeding|Resting|Water → Open Areas →Shelter
89 +|Scavangers|Scavanging|Resting|Scavanging|Resting|Kill Sites → Trees → Caves
85 85  
91 +=== 1.1.2 - Weather System ===
86 86  
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 areas
89 -|(%%)(% 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
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 -
92 -==== **1.1.2 - Weather System** ====
93 -
94 -
95 -* (% 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" %)**Sunny (Baseline)**
96 -** (% 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" %)Visibility: 100%
97 -** (% 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" %)Audio range: 100%
98 -** (% 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" %)Movement: 100%
99 -** (% 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" %)Normal creature behaviours
100 -** (% 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" %)Standard schedules are followed, and creatures operate at full activity level.
101 -** (% 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" %)Vision-based detection at maximum range
102 -** (% 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 Strategy: **(% 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" %)Patterns are more predictable.
103 -* (% 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" %)**Rainy**
104 -** (% 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" %)Visibility: 80%
105 -** (% 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" %)Audio Range: 60%
106 -** (% 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" %)Movement: 70%
107 -** (% 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" %)Mostly spawned around shelter, rarely spawned in other areas.
108 -** (% 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 roam less, stay in sheltered areas, and spend most of their time in a resting state.
109 -** (% 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 feeding state is reduced by 60%
110 -** (% 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" %)Movement speed reduced by 30%
111 -** (% 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 rain muffles audio cues.
112 -** (% 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" %) Check shelter locations, check caves, check dense vegetation.
113 -** (% 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" %)Caves could have groups of predators; players must be careful.
114 -* (% 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" %)**Foggy**
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" %)Visibility: 40%
116 -** (% 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" %)Audio range: 150%
117 -** (% 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" %)Movement: 70%
118 -** (% 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 can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state.
119 -** (% 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" %)Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly.
120 -** (% 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.
121 -** (% 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.
122 -
123 -|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
124 -|Sunny|100%|100%|1.0x|100%|(((
125 -100%
126 -
127 -
93 +(% class="table-bordered" %)
94 +(% class="active" %)|=Weather|=Characteristics
95 +|Sunny (Baseline)|(((
96 +* Visibility: 100%
97 +* Audio range: 100%
98 +* Movement: 100%
99 +* Normal creature behaviours
100 +* Standard schedules are followed, and creatures operate at full activity level.
101 +* Vision-based detection at maximum range
102 +* **Player Strategy:** Patterns are more predictable.
128 128  )))
129 -|Rainy|70%|40%|2.0x|80%|(((
130 -60%
104 +|Rainy|(((
105 +* Visibility: 80%
106 +* Audio Range: 60%
107 +* Movement: 70%
108 +* Creatures mostly spawned around shelter, rarely spawned in other areas.
109 +* Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state.
110 +* The feeding state is reduced by 60%
111 +* Movement speed reduced by 30%
112 +* The rain muffles audio cues.
113 +* Caves could have groups of predators; players must be careful.
114 +* **Player Strategies:** Check shelter locations, check caves, check dense vegetation.
131 131  )))
116 +|Foggy|(((
117 +* Visibility: 40%
118 +* Audio range: 150%
119 +* Movement: 70%
120 +* Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state.
121 +* Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly.
122 +* Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators.
123 +* **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
124 +)))
125 +
126 +(% class="table-bordered" %)
127 +(% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
128 +|Sunny|100%|100%|1.0x|100%|100%
129 +|Rainy|70%|40%|2.0x|80%|60%
132 132  |Foggy|80%|60%|1.5x|40%|150%
133 133  
134 134  [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
135 135  
136 -=== ===
134 +== 1.2 - Layer 2: Micro-zoning ==
137 137  
138 -=== **1.2 - Layer 2: Micro-zoning** ===
136 +**Core Concept:** Within each biome, there are special micro-zones that determine the creature density and spawn priority. These zones are tied to terrain features.
139 139  
140 -===
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" %)**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" %)Within each biome, there are special micro-zones that determine the creature density and spawn priority. These zones are tied to terrain features.(%%) ===
138 +(% class="table-bordered" %)
139 +(% class="active" %)|=Feature|=Description
140 +|High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
141 +|Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey.
142 +|Cave Entrance|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too.
143 +|Riverside/Seashore|(((
144 +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.
145 +)))
146 +|Shallow Water|(((
147 +Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals.
148 +)))
149 +|Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem.
142 142  
143 -* (% 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" %)**High elevation:**(% 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 like hills, or mountains. Predators and scavengers hide or rest here.
144 -* (% 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" %)**Dense Vegetation: **(% 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" %)Dense forests with thick vegetation such as trees, bushes, plants, etc.(% 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" %)This zone serves as a resting ground for prey.
145 -* (% 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.
146 -* (% 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.
151 +=== 1.2.1 - Micro-zone types ===
147 147  
148 -==== **1.2.1 - Micro-zone types** ====
153 +(% class="table-bordered" %)
154 +(% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description
155 +|(% colspan="1" rowspan="2" style="width:200px" %){{info}}Water Ecosystem
156 +{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hangs out, feeds and scavangers other animals.
157 +|(% style="width:115px" %)-50m and Below|(% style="width:852px" %)Deep water. Water creatures hides from the entities outside of the water ecosystem. Water creatures' shelter is in deep water.
158 +|(% colspan="1" rowspan="3" style="width:200px" %){{info}}Water Proximity Zones (Riverside/Seashores){{/info}}|(% style="width:115px" %)0-50m|(% style="width:852px" %)All the creatures drink water. Some predators hunt prey or fish in the water.
159 +|(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
160 +|(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
161 +|(% colspan="1" rowspan="3" style="width:200px" %){{warning}}Elevation Zone{{/warning}}|(% style="width:115px" %)High Ground|(% style="width:852px" %)Predators and scavengers' resting place. If territorial, they become aggressive when an outsider approaches.
162 +|(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
163 +|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
164 +|(% colspan="1" rowspan="3" style="width:200px" %){{success}}Vegetation Density{{/success}}|(% style="width:115px" %)Dense|(% style="width:852px" %)Where the prey primarily hide and rest. If there is a prey nest, the prey are territorial. There could also be predators for players to hunt, but players will mainly find prey. During fog and rain, there will be no predators in here.
165 +|(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
166 +|(% style="width:115px" %)Clearings|(% style="width:852px" %)Where the prey feeds on bushes and grass. Where the predators haunt prey, and scavengers feast on carcasses.
167 +|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During the 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.
168 +|(% style="width:115px" %)Inner Cave|(% style="width:852px" %)A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
149 149  
150 -
151 -* (% 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" %)**Water proximity zones (Riverside/Seashores)**
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" %)**Zone 1: **(% 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" %)0-50m. All the creatures drink water. Some predators hunt prey or fish in the water.
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" %)**Zone 2: **(% 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" %)50-150m. Predator ambush zone. Predators could hide in a bush and attack prey or players.
154 -** (% 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" %)**Zone 3: **(% 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" %)150m+. General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
155 -* (% 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" %)**Elevation zone**
156 -** (% 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" %)**High Ground: **(% 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 and scavengers' resting place. Territorially, they become aggressive when an outsider approaches.
157 -** (% 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" %)**Mid Elevation: **(% 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" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
158 -** (% 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" %)**Valley: **(% 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" %)Prey resting, or feeding place, depending on the density of the vegetation.
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" %)**Vegetation Density:**
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" %)**Dense: **(% 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 the prey primarily hide and rest. If there is a prey nest, the prey are territorial. There could also be predators for players to hunt, but players will mainly find prey. During fog and rain, there will be no predators in here.
161 -** (% 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" %)**Forest Edge:**(% 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 the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
162 -** (% 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" %)**Clearings: **(% 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 the prey feeds on bushes and grass. Where the predators haunt prey, and scavengers feast on carcasses.
163 -* (% 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:**
164 -** (% 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.
165 -** (% 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.
166 -
167 -|=(((
168 -State/Creature
169 -)))|=Prey|=Predator|=Scavengers
170 +(% class="table-bordered" %)
171 +(% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
170 170  |=Resting|Sunny: Dense vegetation
171 171  Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation
172 172  Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
... ... @@ -198,7 +198,6 @@
198 198  
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" %)**1.3.2 - Prey-Prey Interaction**(%%) ====
200 200  
201 -
202 202  * (% 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 sunny weather, prey will spawn and will stay more dispersed
203 203  * (% 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 foggy weather, they spawn and remain more clustered. Herd-like.
204 204  * (% 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)
... ... @@ -387,4 +387,7 @@
387 387  * (% 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" %)**Q4 **(% 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" %)- Teaches: Environmental traces left by creatures.
388 388  * (% 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" %)**Q5**(% 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" %) - Teaches: Creature interactions with each other.
389 389  
390 -==== ====
391 +====
392 +**Main comment by Adam ** ====
393 +
394 +~)~)~)
XWiki.XWikiComments[0]
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1 +xwiki:XWiki.AdamDesign
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1 +"Recuced Activity during Rain" - I see how it follows rules of resemblance and logic. I like the idea that its easier to hunt for prays in their nests while its raining or entering the cage to be suprised by a flock of predators in there. This has a lot of potential but how would you introduced that to player?
Date
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1 +2026-01-13 18:07:50.637
Selection
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1 +Core States
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[1]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +Well this is very problematic.
2 +\\This mechanic is mostly know form hunting simulators. Additionaly many players tend to play games while listening to something. Lastly,  It comes with readability issues. We would need tho have special "Listening" animation for each mob to make it readable, unless we going to communicate it via UI (we won't). 
3 +\\Sole idea of alert state is good, but in here we need to marge it with vison. So it applies to overall detection range etc. 
Date
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1 +2026-01-13 18:16:32.667
Selection
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1 +More reactive to the sound-based threats.
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[2]
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1 +xwiki:XWiki.AdamDesign
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1 +I assume it's general Tranistion diagram, not examplatory one right? 
2 +\\Well then I have troubles understanding it. It can't go form resting to alert? Maybe my assumption is wrong. 
Date
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1 +2026-01-13 18:23:10.463
Original Selection
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1 +State Transition Diagram
Selection
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1 +State Transitions Creatur
State
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1 +UPDATED
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[3]
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1 +xwiki:XWiki.AdamDesign
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1 +There is a minor issue. I see what you ment by Rainy or foggy. But i would not go with hard naming rain or fogy. Name it low visbility & bad. You know if we decide that we would like to have a dessert layer then  bad weather still aplies but rainy not very much. 
Date
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1 +2026-01-13 18:27:43.880
Selection
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1 +Weather System
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[4]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +Quite opposite, patterns are more diversed therefore sunny weather is worst for pattern reaptability
Date
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1 +2026-01-13 18:29:32.870
Selection
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1 +Player Strategy: Patterns are more predictable.
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[5]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +Well this is a major issue. 
2 +\\First of all it affects navigation, and if we are making game about resources scaristy it could be more deadly then predators by themself. I see how much it may be dependant by visuals of the fog  but its high risk. 
3 +\\Second, it's efectivly enforcing sneaking meachnics. Don't you think that forcing player to reduce the movemnt speed at effectivley entire map is could be radically affecting game pacing? 
4 +\\However, i like the idea of "I am traveling thourgh fog, and hapens to stumble upon pray that is suprised as much as I am" 
5 +\\I think problem lies in the fact that you give double advantage to mobs; 
6 +1 - player can't see them
7 +2 - they will hear player before they can be seen.
Date
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1 +2026-01-13 18:37:23.210
Selection
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1 +Player Strategies: Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[7]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +I thing you are to precise,  what about old buildings?  they seem similar that they are good shelters.
Date
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1 +2026-01-13 18:41:36.269
Selection
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1 +Cave Entrance
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[8]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +Sooo shallow in cave there are preys but deep in cave there are predators? 
2 +\\No, it would be hilarious.
Date
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1 +2026-01-13 18:53:24.175
Original Selection
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1 +Cave Entrance 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. Inner Cave A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
Selection
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1 +Cave Entrance During the 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. Inner Cave A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
State
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1 +UPDATED
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[9]
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1 +xwiki:XWiki.AdamDesign
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1 + We will need more of those + some diegetic higliter to  help player notice them
Date
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1 +2026-01-13 19:48:19.662
Selection
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1 +Environmental Disturbance Types
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[10]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +Well, we can't do that. This is a system that will affect food source for the player  as well as is not directly introduced by the player.  It must be consistant, it may be more complex by introducing new actors into it. But rules, conditions and dependecis must stay conistant thrught out the entire game.
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1 +2026-01-13 19:59:25.211
Selection
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1 +From Zone 2 to 4 Creatures have less predictable behaviour. Creatures make less noise. They can be found in less predictable locations and are more likely to migrate between micro-zones or to areas close to their nests. Creatures will interact more frequently with one another. They fully respond to weather conditions. Visual and auditory detection ranges 30% lower than base conditions. As a result, 30% fewer triggers in the flee state. From Zone 5 to 6 Creatures have less predictable behaviour. Creatures will fully interact with each other. Visual and auditory detection ranges 10% lower than base conditions. As a result, 10% fewer triggers in the flee state. From Zone 7 to 8 Every behaviour will be in the base conditions, as explained in the previous section.
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[11]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +Well,  change it to direct coumniation via npc. notes, paintings etc.
Date
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1 +2026-01-13 20:00:20.5
Selection
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1 +NPC Dialogue with Subtle Hints
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[12]
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1 +xwiki:XWiki.AdamDesign
Comment
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1 +First of all, good job. I like how you managed to make the system quite simple yet make it sensibly advanced. There are few problem that we must adress. 
2 +\\First problem being that current system realys too much on audio. I see and i like how it plays and what is that role. Unfortunetly, if we decided to go with it we are making few assumptions.  Biggest assumption is that peaople will actualy be listening to our game. Why? Big thing about survival game is that player set's their progression pace how they pleas. Many player don't like to rush them and sweat only when they decied to. That means when they are grinding resources, or just exploring they usually listening to something, podcast music or just yt. Next assumption is that they are using a good headphones, or eaven headphones.  What i mean by that audio can't be a main driver of player actions. You may use it to help player but not force them to relay on it.
3 +\\Second, i like the enviromental conditions based on elevation and water distance. However, i feel like you scratched surface with those  hint's. I see how event director could be introdeced. Some events that can be triggerd automaticly or if conditions are met, for examples: 
4 +\\- Player leaves a dead body of animal: they wait and scavengers appear. 
5 +-  PC is bleeding for a longer time? Predator that smeels blood apprears 
6 +-  player travesers world and if time and weather are correct they may hear a noises of fight and see birds flying away form there. If they go there they see a predator and prey fighting. (Here i don't condratic myself because it is optional and is  visual component is added). 
7 +\\Let me know if i expilained my point here well. 
8 +\\Overall great job!  Good start with great potential with only few quircks.  
9 +\\Review the document apply my remarks as well as preapare raw draft of this event director. Once both are ready, let me know!
Date
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1 +2026-01-13 20:25:41.613
Selection
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1 +Main comment by Adam
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[13]
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1 +XWiki.utkudagli
Comment
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1 +Mainly i desined this document to focus on the creatures behaviours. So main focus in here is not PvE more likely EvE like how creatures will engage with each other. Like where the creatures will rest, what they will react to, how they behave, etc. These information could be used by the player to learn the creatures behaviours but i don't think that it is heavily rely on audio.
2 +\\Since this is a survival game, I think that we could also benefit from the sense of hearing. Yes, some players will not going to listen the environment audio but some will do it. Also, if we focus on the people who'll listen podcast while playing, we may lose the immersion elements, where the people who listens the game audio will be sad about it. Some gamers prefers immersion in survival games.
3 +\\For the environmental conditions you are completely right, it is just a scratch at the surface and I think that instead of implementing in this document it should be another document for the event manager. Which you send me the event manager reference video to me which I will look at it.
Date
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1 +2026-03-07 15:39:33.270