Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 17.1
edited by Alexandros Mloukie
on 2025/12/19 20:43
on 2025/12/19 20:43
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To version 2.1
edited by Utku Dagli
on 2025/12/16 21:21
on 2025/12/16 21:21
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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 ... ... @@ -29,65 +29,61 @@ 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-CoreStates ===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" %)|=(% style="width: 144px;" %)State|=(% style="width: 1019px;" %)Characteristics 42 -|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1019px" %)((( 43 -* Low activity, reduced movement 44 -* Found in a sheltered location (caves, dense foliage, nest, etc.) 45 -* Increased during rain 46 -* Creatures are less aggressive and easier to approach. 47 -** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive. 48 -** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away. 49 -))) 50 -|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)((( 51 -* Active foraging/hunting 52 -* Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures) 53 -* Peak activity during sunny conditions. 54 -))) 55 -|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)((( 56 -* Transitional movement between states 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 -* Follows terrain-based pathways, such as waterways and ridgelines. 59 -* The most unpredictable state creates variances. 60 -))) 61 -|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)((( 62 -* Defending specific areas. 63 -* Aggressive toward all intruders. 64 -* Around nests and sheltered locations. 65 -* Localised to specific locations. 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 -))) 68 -|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)((( 69 -* Drawn to the recent kill sites. 70 -* Appears after predators or the player’s hunt 71 -* After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it. 72 -))) 73 -|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)((( 74 -* Auditory awareness increased 75 -* They move slowly 76 -* More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state. 77 -))) 78 -|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)((( 79 -* Triggers after the creature feels threatened. 80 -))) 81 81 82 -==== State TransitionDiagram====47 +==== **1.1.1 - Core States** ==== 83 83 84 -[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]] 85 85 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. 55 +** (% 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. 56 +** (% 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. 57 +* (% 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** 58 +** (% 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" %)Active foraging/hunting 59 +** (% 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 food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures) 60 +** (% 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" %)Peak activity during sunny conditions. 61 +* (% 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" %)**Migrating** 62 +** (% 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" %)Transitional movement between states 63 +** (% 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 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. 64 +** (% 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" %)Follows terrain-based pathways, such as waterways and ridgelines. 65 +** (% 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 most unpredictable state creates variances. 66 +* (% 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" %)**Territorial** 67 +** (% 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" %)Defending specific areas. 68 +** (% 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" %)Aggressive toward all intruders. 69 +** (% 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" %)Around nests and sheltered locations. 70 +** (% 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" %)Localised to specific locations. 71 +** (% 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:**(% 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 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. 72 +* (% 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" %)**Scavenging (only for scavengers)** 73 +** (% 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" %)Drawn to the recent kill sites. 74 +** (% 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" %)Appears after predators or the player’s hunt 75 +** (% 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" %)After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it. 76 +* (% 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" %)**Alert** 77 +** (% 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" %)Auditory awareness increased 78 +** (% 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" %)They move slowly 79 +** (% 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 reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state. 80 +* **Flee** 81 +** Triggers after the creature feels threatened. 82 + 83 +**State Transition Diagram: ** 84 + 85 +[[image:1765912618725-168.png]] 86 + 87 + 86 86 |=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 +|(%%)(% 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 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" %)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 89 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" %)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 90 90 93 + 91 91 ==== **1.1.2 - Weather System** ==== 92 92 93 93 ... ... @@ -130,8 +130,9 @@ 130 130 ))) 131 131 |Foggy|80%|60%|1.5x|40%|150% 132 132 133 -[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 134 134 137 +[[image:1765913168895-550.png]] 138 + 135 135 === === 136 136 137 137 === **1.2 - Layer 2: Micro-zoning** === ... ... @@ -317,7 +317,7 @@ 317 317 === **2.1 - Learning Through Natural Gameplay Loop** === 318 318 319 319 320 -[[image: Screenshot 2025-12-16230546.png||alt="Learning Through Natural Gameplay Loop"]]324 +[[image:1765915553090-883.png]] 321 321 322 322 323 323 === **2.2 - Creature Behaviour Complexity Progression** ===
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