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
on 2025/12/16 21:36
Change comment:
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To version 11.1
edited by Alexandros Mloukie
on 2025/12/19 20:18
on 2025/12/19 20:18
Change comment:
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... ... @@ -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 -LocalDictionary**===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 ... ... @@ -36,18 +36,15 @@ 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" %)**CoreConcept:**(% 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 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** 40 +Resting 51 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 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 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 ... ... @@ -82,7 +82,7 @@ 82 82 83 83 **State Transition Diagram: ** 84 84 85 -[[image: 1765912618725-168.png]]75 +[[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]]125 +[[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]]312 +[[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** ===
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