Changes for page Eco-System System Design

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

From version 2.1
edited by Utku Dagli
on 2025/12/16 21:21
Change comment: There is no comment for this version
To version 14.1
edited by Alexandros Mloukie
on 2025/12/19 20:24
Change comment: There is no comment for this version

Summary

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1 -XWiki.utkudagli
1 +XWiki.AlexandrosMloukie
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1 -== **0 - Introduction** ==
1 += 0 - Introduction =
2 2  
3 -
4 4  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.
5 5  
6 -=== **0.1 - Disclaimer** ===
5 +== 0.1 - Disclaimer ==
7 7  
8 -
9 9  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.
10 10  
11 -=== **0.2 - Local Dictionary** ===
9 +== 0.2 - Terminology ==
12 12  
13 -
14 -|=Term|=Meaning
15 -|PC|Player Character
16 -|NPC|(((
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" %)(((
17 17  Non-Playable Character
18 18  )))
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
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
22 22  
23 -== ==
24 -
25 25  ----
26 26  
27 -== ==
23 += 1 - System Architecture =
28 28  
29 -== **1 - System Architecture** ==
30 -
31 -
32 32  This system operates on four interconnected layers. Each layer builds upon the previous layer.
33 33  
34 34  * Layer 1: Creature State Machine
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36 36  * Layer 3: Interaction Chains
37 37  * Layer 4: Environmental Traces
38 38  
39 -[[image:1765911944829-936.png]]
32 +[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]]
40 40  
41 -=== **1.1 - Layer 1: Creature State Machine** ===
34 +== 1.1 - Layer 1: Creature State Machine ==
42 42  
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.
43 43  
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.
38 +=== 1.1.1 - Core States ===
45 45  
40 +(% class="table-bordered" %)
41 +(% class="active" %)|=State|=Characteristics
42 +| Resting|(((
43 +* This
44 +* is
45 +* a
46 +* bullet
47 +* list
48 +)))
46 46  
47 -==== **1.1.1 - Core States** ====
48 -
49 -
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.
50 +* Low activity, reduced movement
51 +* Found in a sheltered location (caves, dense foliage, nest, etc.)
52 +* Increased during rain
53 +* Creatures are less aggressive and easier to approach.
55 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 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 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**
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82 82  
83 83  **State Transition Diagram: **
84 84  
85 -[[image:1765912618725-168.png]]
84 +[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
86 86  
87 87  
88 88  |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
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90 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 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 92  
93 -
94 94  ==== **1.1.2 - Weather System** ====
95 95  
96 96  
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133 133  )))
134 134  |Foggy|80%|60%|1.5x|40%|150%
135 135  
134 +[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
136 136  
137 -[[image:1765913168895-550.png]]
138 -
139 139  === ===
140 140  
141 141  === **1.2 - Layer 2: Micro-zoning** ===
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321 321  === **2.1 - Learning Through Natural Gameplay Loop** ===
322 322  
323 323  
324 -[[image:1765915553090-883.png]]
321 +[[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
325 325  
326 326  
327 327  === **2.2 - Creature Behaviour Complexity Progression** ===
Screenshot 2025-12-08 131237.png
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