Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 19.1
edited by Alexandros Mloukie
on 2025/12/19 21:02
on 2025/12/19 21:02
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To version 1.1
edited by Utku Dagli
on 2025/12/16 21:16
on 2025/12/16 21:16
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... ... @@ -1,1 +1,1 @@ 1 -XWiki. AlexandrosMloukie1 +XWiki.utkudagli - Content
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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 ... ... @@ -29,121 +29,126 @@ 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 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 === 93 93 94 -(% class="table-bordered" %) 95 -(% class="active" %)|=Weather|=Characteristics 96 -|Sunny (Baseline)|((( 97 -* Visibility: 100% 98 -* Audio range: 100% 99 -* Movement: 100% 100 -* Normal creature behaviors 101 -* Standard schedules are followed, and creatures operate at full activity level. 102 -* Vision-based detection at maximum range 103 -* **Player Strategy:** Patterns are more predictable. 104 -))) 105 -|Rainy|((( 106 -* Visibility: 80% 107 -* Audio Range: 60% 108 -* Movement: 70% 109 -* Creatures mostly spawned around shelter, rarely spawned in other areas. 110 -* Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state. 111 -* The feeding state is reduced by 60% 112 -* Movement speed reduced by 30% 113 -* The rain muffles audio cues. 114 -* Caves could have groups of predators; players must be careful. 115 -* **Player Strategies:** Check shelter locations, check caves, check dense vegetation. 116 -))) 117 -|Foggy|((( 118 -* Visibility: 40% 119 -* Audio range: 150% 120 -* Movement: 70% 121 -* Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state. 122 -* Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly. 123 -* Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators. 124 -* **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. 125 -))) 84 +**State Transition Diagram: ** 126 126 86 +[[image:1765912618725-168.png]] 87 + 88 + 89 +|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location 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" %)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 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" %)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 92 +|(%%)(% 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 93 + 94 + 95 + 96 +==== **1.1.2 - Weather System** ==== 97 + 98 + 99 +* (% 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)** 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" %)Visibility: 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" %)Audio range: 100% 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" %)Movement: 100% 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" %)Normal creature behaviours 104 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Standard schedules are followed, and creatures operate at full activity level. 105 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Vision-based detection at maximum range 106 +** (% 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. 107 +* (% 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** 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" %)Visibility: 80% 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" %)Audio Range: 60% 110 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Movement: 70% 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" %)Mostly spawned around shelter, rarely spawned in other areas. 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" %)Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state. 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 feeding state is reduced by 60% 114 +** (% 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% 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" %)The rain muffles audio cues. 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" %)**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. 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" %)Caves could have groups of predators; players must be careful. 118 +* (% 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** 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" %)Visibility: 40% 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" %)Audio range: 150% 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" %)Movement: 70% 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" %)Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state. 123 +** (% 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. 124 +** (% 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. 125 +** (% 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. 126 + 127 + 127 127 |=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 128 -|Sunny|100%|100%|1.0x|100%|100% 129 -|Rainy|70%|40%|2.0x|80%|60% 129 +|Sunny|100%|100%|1.0x|100%|((( 130 +100% 131 + 132 + 133 +))) 134 +|Rainy|70%|40%|2.0x|80%|((( 135 +60% 136 +))) 130 130 |Foggy|80%|60%|1.5x|40%|150% 131 131 132 -[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 133 133 134 -== 1.2 - Layer 2: Micro-zoning == 135 135 136 - **Core Concept:** Within each biome, therearespecial micro-zones that determine the creature density and spawnpriority. These zones are tied to terrain features.141 +[[image:1765913168895-550.png]] 137 137 138 -* **High elevation:** More like hills, or mountains. Predators and scavengers hide or rest here. 139 -* **Dense Vegetation:** Dense forests with thick vegetation such as trees, bushes, plants, etc. 140 -**This zone serves as a resting ground for prey. ** 141 -* **Cave Entrance:** Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too. 142 -* **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. 143 +=== === 143 143 144 -=== 1.2 .1- Micro-zonetypes===145 +=== **1.2 - Layer 2: Micro-zoning** === 145 145 147 +=== 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" %)**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.(%%) === 146 146 150 +* (% 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 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. 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" %)**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. 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" %)**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. 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" %)**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. 154 + 155 + 156 +==== **1.2.1 - Micro-zone types** ==== 157 + 158 + 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" %)**Water proximity zones (Riverside/Seashores)** 148 148 ** (% 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 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. 149 149 ** (% 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" %)**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. ... ... @@ -160,6 +160,7 @@ 160 160 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**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. 161 161 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**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. 162 162 175 + 163 163 |=((( 164 164 State/Creature 165 165 )))|=Prey|=Predator|=Scavengers ... ... @@ -172,6 +172,7 @@ 172 172 |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2. 173 173 |=Alert|During Fog|During Fog|During Fog 174 174 188 + 175 175 === **1.3 - Layer 3: Interaction Chains** === 176 176 177 177 === ... ... @@ -192,6 +192,7 @@ 192 192 ** (% 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" %)Most of the sounds will be muffled by rain interference. 193 193 ** (% 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 10 meters, a slight leaf crunch is audible. 194 194 209 + 195 195 ==== (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)**1.3.2 - Prey-Prey Interaction**(%%) ==== 196 196 197 197 ... ... @@ -200,6 +200,7 @@ 200 200 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Some creatures will be designed as herds. (Will be specified later) 201 201 * (% 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" %)If herds or herd-like creature groups trigger each other. For instance, if a prey animal detected a predator, triggering the flee state and initiating a run, the rest of the herd would also enter the flee state and run. 202 202 218 + 203 203 **1.3.3 - Scavenger Interaction** 204 204 205 205 ... ... @@ -208,6 +208,7 @@ 208 208 * (% 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" %)If the weather is foggy, scavengers will spawn in 7 minutes near the carcass. 209 209 * (% 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" %)If the weather is rainy, scavengers will spawn in 10 minutes near the carcass. 210 210 227 + 211 211 |Time: 0|Kill Occurs 212 212 |Sunny Weather|5 mins: Scavenger arrives 213 213 |Foggy Weather|7 mins: Scavenger arrives ... ... @@ -215,6 +215,7 @@ 215 215 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes 216 216 |Time: 20+ mins|Carcass despawns if not scavenged 217 217 235 + 218 218 === **1.4 - Layer 4: Environmental Traces** === 219 219 220 220 ... ... @@ -248,6 +248,7 @@ 248 248 * (% 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" %)10 mins: 33% visibility 249 249 * (% 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" %)15 mins: Faded 250 250 269 + 251 251 ==== **1.4.2 - Audio Range by Weather** ==== 252 252 253 253 ... ... @@ -281,6 +281,7 @@ 281 281 |Rainy|100m|0.6x|60m|Muffled|Close-range only 282 282 |Foggy|100m|1.5x|150m|Echoing|Wide area search 283 283 303 + 284 284 ==== **1.4. - Environmental Disturbance Types** ==== 285 285 286 286 ... ... @@ -290,6 +290,7 @@ 290 290 * (% 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" %)**Mud Tracks: **(% 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" %)Footprints will spawn on rainy days, and the water will fill them. Due to that, the fresh tracks will last longer. But in the following rain, if the footprints are still alive, they will start to fade away, as explained in 2.4.1 291 291 * **Claw Marks: **Claw marks indicate that a predator is nearby. 292 292 313 + 293 293 ---- 294 294 295 295 == == ... ... @@ -311,10 +311,11 @@ 311 311 ** Learns from the NPC 312 312 ** Benefits from community knowledge 313 313 335 + 314 314 === **2.1 - Learning Through Natural Gameplay Loop** === 315 315 316 316 317 -[[image: Screenshot 2025-12-16230546.png||alt="Learning Through Natural Gameplay Loop"]]339 +[[image:1765915553090-883.png]] 318 318 319 319 320 320 === **2.2 - Creature Behaviour Complexity Progression** === ... ... @@ -360,6 +360,7 @@ 360 360 * (% 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" %)Instead of zones, playing time could be used to set the complexity progression. 361 361 * (% 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" %)Instead of zones, experience level could be used to set the complexity progression. 362 362 385 + 363 363 === **2.3 - NPC Dialogue with Subtle Hints** === 364 364 365 365 ... ... @@ -371,6 +371,7 @@ 371 371 * (% 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" %)**Old Tales: **(% 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" %)Tells old tales that caution the player on scavenger and predator behaviour and patterns. 372 372 * (% 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" %)**Self Thought: **(% 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(% 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" %)PC that talks by itself with the observations depending on the pattern findings. 373 373 397 + 374 374 === **2.4 - Quest Design for Teaching** === 375 375 376 376 ... ... @@ -384,4 +384,3 @@ 384 384 * (% 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. 385 385 386 386 ==== ==== 387 -)))
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