Changes for page Eco-System System Design

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

From version 4.1
edited by Utku Dagli
on 2025/12/16 21:36
Change comment: There is no comment for this version
To version 10.1
edited by Alexandros Mloukie
on 2025/12/19 20:15
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -XWiki.utkudagli
1 +XWiki.AlexandrosMloukie
Content
... ... @@ -1,34 +1,27 @@
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
... ... @@ -36,14 +36,13 @@
36 36  * Layer 3: Interaction Chains
37 37  * Layer 4: Environmental Traces
38 38  
39 -**[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]]**
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.
45 45  
46 -
47 47  ==== **1.1.1 - Core States** ====
48 48  
49 49  
... ... @@ -82,7 +82,7 @@
82 82  
83 83  **State Transition Diagram: **
84 84  
85 -[[image:1765912618725-168.png]]
77 +[[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
... ... @@ -132,7 +132,7 @@
132 132  )))
133 133  |Foggy|80%|60%|1.5x|40%|150%
134 134  
135 -[[image:1765913168895-550.png]]
127 +[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
136 136  
137 137  === ===
138 138  
... ... @@ -319,7 +319,7 @@
319 319  === **2.1 - Learning Through Natural Gameplay Loop** ===
320 320  
321 321  
322 -[[image:1765915553090-883.png]]
314 +[[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
323 323  
324 324  
325 325  === **2.2 - Creature Behaviour Complexity Progression** ===
Screenshot 2025-12-08 162729.png
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.utkudagli
Size
... ... @@ -1,0 +1,1 @@
1 +35.6 KB
Content
Screenshot 2025-12-09 161553.png
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.utkudagli
Size
... ... @@ -1,0 +1,1 @@
1 +31.8 KB
Content
Screenshot 2025-12-16 230546.png
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.utkudagli
Size
... ... @@ -1,0 +1,1 @@
1 +55.5 KB
Content