Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 20.2
edited by Alexandros Mloukie
on 2025/12/19 21:34
on 2025/12/19 21:34
Change comment:
There is no comment for this version
To version 18.1
edited by Alexandros Mloukie
on 2025/12/19 20:58
on 2025/12/19 20:58
Change comment:
There is no comment for this version
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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 zed 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.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 38 === 1.1.1 - Core States === 39 39 ... ... @@ -91,8 +91,7 @@ 91 91 92 92 === 1.1.2 - Weather System === 93 93 94 -(% class="table-bordered" %) 95 -(% class="active" %)|=Weather|=Characteristics 94 +|=Weather|=Characteristics 96 96 |Sunny (Baseline)|((( 97 97 * Visibility: 100% 98 98 * Audio range: 100% ... ... @@ -122,10 +122,8 @@ 122 122 * Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly. 123 123 * Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators. 124 124 * **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. 125 -))) 126 126 127 -(% class="table-bordered" %) 128 -(% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 125 +|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 129 129 |Sunny|100%|100%|1.0x|100%|100% 130 130 |Rainy|70%|40%|2.0x|80%|60% 131 131 |Foggy|80%|60%|1.5x|40%|150% ... ... @@ -136,21 +136,20 @@ 136 136 137 137 **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. 138 138 139 -(% 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. 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. 145 145 146 146 === 1.2.1 - Micro-zone types === 147 147 148 - (% class="table-bordered" %)149 -(% class="active"%)|=Micro-Zone|=Zone|=Description150 - |(% colspan="1"rowspan="3"%)(%class="boxinfomessage"%)Waterproximityzones (Riverside/Seashores)|0-50m|All the creatures drink water. Some predators hunt prey or fish in the water.151 - |50-150m|Predator ambush zone. Predators could hide in a bush and attack prey or players.152 - |150m+|General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.153 - |(% colspan="1"rowspan="3"%)(%class="boxwarningmessage" %)Elevation zone144 + 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** 154 154 ** (% 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" %)**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. 155 155 ** (% 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" %)**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. 156 156 ** (% 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" %)**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. ... ... @@ -386,5 +386,3 @@ 386 386 * (% 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. 387 387 388 388 ==== ==== 389 - 390 -~)~)~)