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
on 2025/12/19 20:58
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... ... @@ -33,7 +33,7 @@ 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 categori sed 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 ... ... @@ -91,7 +91,8 @@ 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% ... ... @@ -121,8 +121,10 @@ 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% ... ... @@ -133,34 +133,31 @@ 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 ... ... @@ -382,3 +382,5 @@ 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 +~)~)~)
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:07:50.637 - Selection
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... ... @@ -1,0 +1,1 @@ 1 + Core States - State
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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,3 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:16:32.667 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +More reactive to the sound-based threats. - State
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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
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... ... @@ -1,0 +1,2 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:23:10.463 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +State Transition Diagram - State
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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:27:43.880 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Weather System - State
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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Quite opposite, patterns are more diversed therefore sunny weather is worst for pattern reaptability - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:29:32.870 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Player Strategy: Patterns are more predictable. - State
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... ... @@ -1,0 +1,7 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:37:23.210 - Selection
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... ... @@ -1,0 +1,1 @@ 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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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +High evlation - seems more like a spot for predators to observe their teritory then resting place. Or, for a scavangers to look for food. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:39:57.805 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +High elevation - State
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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +I thing you are to precise, what about old buildings? they seem similar that they are good shelters. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:41:36.269 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Cave Entrance - State
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... ... @@ -1,0 +1,1 @@ 1 +xwiki:XWiki.AdamDesign - Comment
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... ... @@ -1,0 +1,1 @@ 1 +If you divde space into micro zones you have to do it with all space. Especialy that if you devcide that it affect's spawning, doesn't it mean that outside of mirco-zones mobs can't spawn? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2026-01-13 18:45:50.554 - Selection
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... ... @@ -1,0 +1,1 @@ 1 +Within each biome, there are special micro-zones that determine the creature density and spawn priority. These zones are tied to terrain features. - State
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... ... @@ -1,0 +1,1 @@ 1 +SAFE - Target
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... ... @@ -1,0 +1,1 @@ 1 +Test file.Eco-System System Design.WebHome