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 28.1
edited by Adam Janus
on 2026/01/13 18:29
Change comment: Added annotation on "Player Strategy: Patterns a..."

Summary

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1 -XWiki.AlexandrosMloukie
1 +XWiki.AdamDesign
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33 33  
34 34  == 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.
36 +**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorized into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behavior varies under observable conditions, such as day and weather cycles.
37 37  
38 38  === 1.1.1 - Core States ===
39 39  
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91 91  
92 92  === 1.1.2 - Weather System ===
93 93  
94 -|=Weather|=Characteristics
94 +(% class="table-bordered" %)
95 +(% class="active" %)|=Weather|=Characteristics
95 95  |Sunny (Baseline)|(((
96 96  * Visibility: 100%
97 97  * Audio range: 100%
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121 121  * Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly.
122 122  * Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators.
123 123  * **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
125 +)))
124 124  
125 -|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
127 +(% class="table-bordered" %)
128 +(% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
126 126  |Sunny|100%|100%|1.0x|100%|100%
127 127  |Rainy|70%|40%|2.0x|80%|60%
128 128  |Foggy|80%|60%|1.5x|40%|150%
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133 133  
134 134  **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.
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.
139 +(% class="table-bordered" %)
140 +(% class="active" %)|=Feature|=Description
141 +|High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
142 +|Dense Vegetation|Dense forests with thick vegetation such as trees, bushes, plants, etc. This zone serves as a resting ground for prey.
143 +|Cave Entrance|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too.
144 +|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.
141 141  
142 142  === 1.2.1 - Micro-zone types ===
143 143  
148 +(% class="table-bordered" %)
149 +(% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description
150 +|(% 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.
151 +|(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
152 +|(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
153 +|(% 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.
154 +|(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
155 +|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or feeding place, depending on the density of the vegetation.
156 +|(% 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.
157 +|(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
158 +|(% 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.
159 +|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During rain, most prey will hide here from the rain. Other than rainy days, there will be no prey. During foggy periods, predators will be here.
160 +|(% 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.
144 144  
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 -** (% 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 -** (% 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.
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" %)**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.
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" %)**Elevation zone**
150 -** (% 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.
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" %)**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.
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" %)**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.
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" %)**Vegetation Density:**
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" %)**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.
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" %)**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.
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" %)**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.
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" %)**Cave:**
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" %)**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.
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" %)**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.
160 -
161 -|=(((
162 -State/Creature
163 -)))|=Prey|=Predator|=Scavengers
162 +(% class="table-bordered" %)
163 +(% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
164 164  |=Resting|Sunny: Dense vegetation
165 165  Rain: Dense vegetation and Cave Entrance|Sunny: Inner cave, High Ground and mid elevation
166 166  Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
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382 382  * (% 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.
383 383  
384 384  ==== ====
385 +
386 +~)~)~)
XWiki.XWikiComments[0]
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1 +xwiki:XWiki.AdamDesign
Comment
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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
Comment
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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
Selection
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1 +State Transition Diagram
State
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1 +SAFE
Target
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1 +Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[3]
Author
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1 +xwiki:XWiki.AdamDesign
Comment
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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