Changes for page Eco-System System Design

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

From version 43.1
edited by Adam Janus
on 2026/01/13 20:25
Change comment: Added annotation on "Main comment by Adam "
To version 46.5
edited by Utku Dagli
on 2026/03/07 15:51
Change comment: Added comment

Summary

Details

Page properties
Author
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1 -XWiki.AdamDesign
1 +XWiki.utkudagli
Content
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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 categorized 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  
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" %)(((
40 +(% class="table-bordered" style="width:1210px" %)
41 +(% class="active" %)|=(% style="width: 144px;" %)State|=(% style="width: 1058px;" %)Characteristics
42 +|(% style="width:144px" %){{box}}Resting{{/box}}|(% style="width:1058px" %)(((
43 43  * Low activity, reduced movement
44 -* Found in a sheltered location (caves, dense foliage, nest, etc.)
44 +* Found in a sheltered location (caves, dense foliage, nest, deep water, etc.)
45 45  * Increased during rain
46 46  * Creatures are less aggressive and easier to approach.
47 47  ** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive.
48 48  ** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away.
49 49  )))
50 -|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)(((
50 +|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1058px" %)(((
51 51  * Active foraging/hunting
52 52  * Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures)
53 53  * Peak activity during sunny conditions.
54 +** For underwater creatures, unless it's raining, they could be in a feeding state.
54 54  )))
55 -|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)(((
56 +|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1058px" %)(((
56 56  * Transitional movement between states
57 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 58  * Follows terrain-based pathways, such as waterways and ridgelines.
59 59  * The most unpredictable state creates variances.
60 60  )))
61 -|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)(((
62 +|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1058px" %)(((
62 62  * Defending specific areas.
63 63  * Aggressive toward all intruders.
64 64  * Around nests and sheltered locations.
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65 65  * Localised to specific locations.
66 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 67  )))
68 -|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)(((
69 +|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1058px" %)(((
69 69  * Drawn to the recent kill sites.
70 70  * Appears after predators or the player’s hunt
71 71  * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
72 72  )))
73 -|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)(((
74 +|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
74 74  * Auditory awareness increased
75 75  * They move slowly
76 76  * More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
77 77  )))
78 -|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)(((
79 +|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
79 79  * Triggers after the creature feels threatened.
80 80  )))
81 81  
82 -==== State Transition Diagram ====
83 +==== State Transitions ====
83 83  
84 -[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
85 -
86 86  (% class="table-bordered" %)
87 87  (% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
88 88  |Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
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97 97  * Visibility: 100%
98 98  * Audio range: 100%
99 99  * Movement: 100%
100 -* Normal creature behaviors
99 +* Normal creature behaviours
101 101  * Standard schedules are followed, and creatures operate at full activity level.
102 102  * Vision-based detection at maximum range
103 103  * **Player Strategy:** Patterns are more predictable.
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139 139  (% class="table-bordered" %)
140 140  (% class="active" %)|=Feature|=Description
141 141  |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.
141 +|Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey.
143 143  |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.
143 +|Riverside/Seashore|(((
144 +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 +)))
146 +|Shallow Water|(((
147 +Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals.
148 +)))
149 +|Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem.
145 145  
146 146  === 1.2.1 - Micro-zone types ===
147 147  
148 148  (% class="table-bordered" %)
149 149  (% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description
155 +|(% colspan="1" rowspan="2" style="width:200px" %){{info}}Water Ecosystem
156 +{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hangs out, feeds and scavangers other animals.
157 +|(% style="width:115px" %)-50m and Below|(% style="width:852px" %)Deep water. Water creatures hides from the entities outside of the water ecosystem. Water creatures' shelter is in deep water.
150 150  |(% colspan="1" rowspan="3" style="width:200px" %){{info}}Water Proximity Zones (Riverside/Seashores){{/info}}|(% style="width:115px" %)0-50m|(% style="width:852px" %)All the creatures drink water. Some predators hunt prey or fish in the water.
151 151  |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
152 152  |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
153 153  |(% colspan="1" rowspan="3" style="width:200px" %){{warning}}Elevation Zone{{/warning}}|(% style="width:115px" %)High Ground|(% style="width:852px" %)Predators and scavengers' resting place. If territorial, they become aggressive when an outsider approaches.
154 154  |(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
155 -|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or feeding place, depending on the density of the vegetation.
163 +|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
156 156  |(% colspan="1" rowspan="3" style="width:200px" %){{success}}Vegetation Density{{/success}}|(% style="width:115px" %)Dense|(% style="width:852px" %)Where the prey primarily hide and rest. If there is a prey nest, the prey are territorial. There could also be predators for players to hunt, but players will mainly find prey. During fog and rain, there will be no predators in here.
157 157  |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
158 158  |(% style="width:115px" %)Clearings|(% style="width:852px" %)Where the prey feeds on bushes and grass. Where the predators haunt prey, and scavengers feast on carcasses.
159 -|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)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.
167 +|(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During the 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.
160 160  |(% style="width:115px" %)Inner Cave|(% style="width:852px" %)A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
161 161  
162 162  (% class="table-bordered" %)
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192 192  
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" %)**1.3.2 - Prey-Prey Interaction**(%%) ====
194 194  
195 -
196 196  * (% 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 sunny weather, prey will spawn and will stay more dispersed
197 197  * (% 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 foggy weather, they spawn and remain more clustered. Herd-like.
198 198  * (% 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)
XWiki.XWikiComments[2]
Original Selection
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1 +State Transition Diagram
Selection
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1 -State Transition Diagram
1 +State Transitions Creatur
State
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1 -SAFE
1 +UPDATED
XWiki.XWikiComments[8]
Original Selection
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1 +Cave Entrance 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. Inner Cave A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
Selection
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1 -Cave Entrance 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. Inner Cave A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
1 +Cave Entrance During the 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. Inner Cave A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest.
State
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1 -SAFE
1 +UPDATED
XWiki.XWikiComments[12]
Comment
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5 5  -  PC is bleeding for a longer time? Predator that smeels blood apprears 
6 6  -  player travesers world and if time and weather are correct they may hear a noises of fight and see birds flying away form there. If they go there they see a predator and prey fighting. (Here i don't condratic myself because it is optional and is  visual component is added). 
7 7  \\Let me know if i expilained my point here well. 
8 -\\Overall great job!  Good start with great potential with only few quircks. 
8 +\\Overall great job!  Good start with great potential with only few quircks.  
9 +\\Review the document apply my remarks as well as preapare raw draft of this event director. Once both are ready, let me know!
Selection
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1 -Main comment by Adam 
1 +Main comment by Adam
XWiki.XWikiComments[14]
Author
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1 +XWiki.utkudagli
Comment
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1 +Mainly i desined this document to focus on the creatures behaviours. So main focus in here is not PvE more likely EvE like how creatures will engage with each other. Like where the creatures will rest, what they will react to, how they behave, etc. These information could be used by the player to learn the creatures behaviours but i don't think that it is heavily rely on audio.
2 +\\Since this is a survival game, I think that we could also benefit from the sense of hearing. Yes, some players will not going to listen the environment audio but some will do it. Also, if we focus on the people who'll listen podcast while playing, we may lose the immersion elements, where the people who listens the game audio will be sad about it. Some gamers prefers immersion in survival games.
3 +\\For the environmental conditions you are completely right, it is just a scratch at the surface and I think that instead of implementing in this document it should be another document for the event manager. Which you send me the event manager reference video to me which I will look at it.
Date
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1 +2026-03-07 15:39:48.371
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1 +12
XWiki.XWikiComments[15]
Author
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1 +XWiki.utkudagli
Comment
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1 +Since we will have different creatures in each layer, what about using the experience level system which also affects the players interaction with the world. For instance, let's say as the player levels up the creatures also levels up like their HP will increase, their armour will increase, prey's damage will increase, etc. This will help us to maintain the challenge while the PC getting stronger.
Date
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1 +2026-03-07 15:51:58.752
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1 +10