Changes for page Eco-System System Design

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

From version 18.1
edited by Alexandros Mloukie
on 2025/12/19 20:58
Change comment: There is no comment for this version
To version 2.1
edited by Utku Dagli
on 2025/12/16 21:21
Change comment: There is no comment for this version

Summary

Details

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Author
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1 -XWiki.AlexandrosMloukie
1 +XWiki.utkudagli
Content
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1 -= 0 - Introduction =
1 +== **0 - Introduction** ==
2 2  
3 +
3 3  This documentation describes a system that establishes a framework for creatures' behaviours within the ecosystem. This system aims for consistency, enabling the player to understand and explore more of the organic variations and predict the location or behaviour of the creatures.
4 4  
5 -== 0.1 - Disclaimer ==
6 +=== **0.1 - Disclaimer** ===
6 6  
8 +
7 7  In this document, the names and examples used are for illustrative purposes only; they are not creatures or anything else that are designed for this game. This is a living document, and any specifics pertaining to the mechanics, numbers, and more are subject to change. The assignee of this task is free to apply any values, effects, and other unspecified elements, or contact {{mention reference="XWiki.AdamDesign" style="FULL_NAME" anchor="XWiki-AdamDesign-q22x2e"/}} or {{mention reference="XWiki.utkudagli" style="FULL_NAME" anchor="XWiki-utkudagli-rxh00q"/}} to get further guidelines.
8 8  
9 -== 0.2 - Terminology ==
11 +=== **0.2 - Local Dictionary** ===
10 10  
11 -(% class="table-bordered" %)
12 -(% class="active" %)|=(% style="width: 204px;" %)Term|=(% style="width: 958px;" %)Meaning
13 -|(% style="width:204px" %)PC|(% style="width:958px" %)Player Character
14 -|(% style="width:204px" %)NPC|(% style="width:958px" %)(((
13 +
14 +|=Term|=Meaning
15 +|PC|Player Character
16 +|NPC|(((
15 15  Non-Playable Character
16 16  )))
17 -|(% style="width:204px" %)Micro-Zone|(% style="width:958px" %)Invisible spawn region, within a biome tied to terrain function
18 -|(% style="width:204px" %)State Machine|(% style="width:958px" %)A system for managing the creature's behaviour through states
19 -|(% style="width:204px" %)Behavioural State|(% style="width:958px" %)Current behavioural state of the creature
19 +|Micro-Zone|Invisible spawn region, within a biome tied to terrain function
20 +|State Machine|A system for managing the creature's behaviour through states
21 +|Behavioural State|Current behavioural state of the creature
20 20  
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
... ... @@ -29,119 +29,121 @@
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" %)|=(% 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 Transition Diagram ====
47 +==== **1.1.1 - Core States** ====
83 83  
84 -[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
85 85  
86 -(% class="table-bordered" %)
87 -(% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
88 -|Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
89 -|Prey|Feeding|Resting|Feeding|Resting|Water → Open Areas →Shelter
90 -|Scavangers|Scavanging|Resting|Scavanging|Resting|Kill Sites → Trees → Caves
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.
91 91  
92 -=== 1.1.2 - Weather System ===
83 +**State Transition Diagram: **
93 93  
94 -|=Weather|=Characteristics
95 -|Sunny (Baseline)|(((
96 -* Visibility: 100%
97 -* Audio range: 100%
98 -* Movement: 100%
99 -* Normal creature behaviors
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.
103 -)))
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.
115 -)))
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.
85 +[[image:1765912618725-168.png]]
124 124  
87 +
88 +|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
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
91 +|(%%)(% 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
92 +
93 +
94 +==== **1.1.2 - Weather System** ====
95 +
96 +
97 +* (% 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)**
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" %)Visibility: 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" %)Audio range: 100%
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" %)Movement: 100%
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" %)Normal creature behaviours
102 +** (% 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.
103 +** (% 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
104 +** (% 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.
105 +* (% 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**
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" %)Visibility: 80%
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" %)Audio Range: 60%
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" %)Movement: 70%
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" %)Mostly spawned around shelter, rarely spawned in other areas.
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" %)Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state.
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 feeding state is reduced by 60%
112 +** (% 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%
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" %)The rain muffles audio cues.
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" %)**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.
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" %)Caves could have groups of predators; players must be careful.
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" %)**Foggy**
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" %)Visibility: 40%
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" %)Audio range: 150%
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" %)Movement: 70%
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" %)Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state.
121 +** (% 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.
122 +** (% 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.
123 +** (% 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.
124 +
125 125  |=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
126 -|Sunny|100%|100%|1.0x|100%|100%
127 -|Rainy|70%|40%|2.0x|80%|60%
126 +|Sunny|100%|100%|1.0x|100%|(((
127 +100%
128 +
129 +
130 +)))
131 +|Rainy|70%|40%|2.0x|80%|(((
132 +60%
133 +)))
128 128  |Foggy|80%|60%|1.5x|40%|150%
129 129  
130 -[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
131 131  
132 -== 1.2 - Layer 2: Micro-zoning ==
137 +[[image:1765913168895-550.png]]
133 133  
134 -**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 +=== ===
135 135  
136 -* **High elevation:** More like hills, or mountains. Predators and scavengers hide or rest here.
137 -* **Dense Vegetation:** Dense forests with thick vegetation such as trees, bushes, plants, etc.
138 -**This zone serves as a resting ground for prey.
139 -* **Cave Entrance:** Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too.
140 -* **Riverside/Seashore:** 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.
141 +=== **1.2 - Layer 2: Micro-zoning** ===
141 141  
142 -=== 1.2.1 - Micro-zone types ===
143 +===
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" %)**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.(%%) ===
143 143  
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" %)**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.
147 +* (% 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.
148 +* (% 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.
149 +* (% 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.
144 144  
151 +==== **1.2.1 - Micro-zone types** ====
152 +
153 +
145 145  * (% 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" %)**Water proximity zones (Riverside/Seashores)**
146 146  ** (% 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" %)**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.
147 147  ** (% 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.
... ... @@ -312,7 +312,7 @@
312 312  === **2.1 - Learning Through Natural Gameplay Loop** ===
313 313  
314 314  
315 -[[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
324 +[[image:1765915553090-883.png]]
316 316  
317 317  
318 318  === **2.2 - Creature Behaviour Complexity Progression** ===
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