Changes for page Eco-System System Design

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

From version 46.2
edited by Utku Dagli
on 2026/03/07 15:39
Change comment: Added comment
To version 42.1
edited by Adam Janus
on 2026/01/13 20:04
Change comment: Updated annotations

Summary

Details

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Author
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1 -XWiki.utkudagli
1 +XWiki.AdamDesign
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 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.
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.
37 37  
38 38  === 1.1.1 - Core States ===
39 39  
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" %)(((
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" %)(((
43 43  * Low activity, reduced movement
44 -* Found in a sheltered location (caves, dense foliage, nest, deep water, etc.)
44 +* Found in a sheltered location (caves, dense foliage, nest, 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:1058px" %)(((
50 +|(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1019px" %)(((
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.
55 55  )))
56 -|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1058px" %)(((
55 +|(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1019px" %)(((
57 57  * Transitional movement between states
58 58  * 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.
59 59  * Follows terrain-based pathways, such as waterways and ridgelines.
60 60  * The most unpredictable state creates variances.
61 61  )))
62 -|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1058px" %)(((
61 +|(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1019px" %)(((
63 63  * Defending specific areas.
64 64  * Aggressive toward all intruders.
65 65  * Around nests and sheltered locations.
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66 66  * Localised to specific locations.
67 67  * **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.
68 68  )))
69 -|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1058px" %)(((
68 +|(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1019px" %)(((
70 70  * Drawn to the recent kill sites.
71 71  * Appears after predators or the player’s hunt
72 72  * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
73 73  )))
74 -|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
73 +|(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1019px" %)(((
75 75  * Auditory awareness increased
76 76  * They move slowly
77 77  * More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
78 78  )))
79 -|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
78 +|(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1019px" %)(((
80 80  * Triggers after the creature feels threatened.
81 81  )))
82 82  
83 -==== State Transitions ====
82 +==== State Transition Diagram ====
84 84  
84 +[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]
85 +
85 85  (% class="table-bordered" %)
86 86  (% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
87 87  |Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
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96 96  * Visibility: 100%
97 97  * Audio range: 100%
98 98  * Movement: 100%
99 -* Normal creature behaviours
100 +* Normal creature behaviors
100 100  * Standard schedules are followed, and creatures operate at full activity level.
101 101  * Vision-based detection at maximum range
102 102  * **Player Strategy:** Patterns are more predictable.
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138 138  (% class="table-bordered" %)
139 139  (% class="active" %)|=Feature|=Description
140 140  |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
141 -|Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey.
142 +|Dense Vegetation|Dense forests with thick vegetation such as trees, bushes, plants, etc. This zone serves as a resting ground for prey.
142 142  |Cave Entrance|Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too.
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.
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.
150 150  
151 151  === 1.2.1 - Micro-zone types ===
152 152  
153 153  (% class="table-bordered" %)
154 154  (% 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.
158 158  |(% 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.
159 159  |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
160 160  |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
161 161  |(% 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.
162 162  |(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
163 -|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
155 +|(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or feeding place, depending on the density of the vegetation.
164 164  |(% 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.
165 165  |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
166 166  |(% 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.
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.
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.
168 168  |(% 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.
169 169  
170 170  (% class="table-bordered" %)
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200 200  
201 201  ==== (% 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**(%%) ====
202 202  
195 +
203 203  * (% 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
204 204  * (% 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.
205 205  * (% 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 Transitions Creatur
1 +State Transition Diagram
State
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1 -UPDATED
1 +SAFE
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 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.
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.
State
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1 -UPDATED
1 +SAFE
XWiki.XWikiComments[12]
Author
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1 -xwiki:XWiki.AdamDesign
Comment
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1 -First of all, good job. I like how you managed to make the system quite simple yet make it sensibly advanced. There are few problem that we must adress. 
2 -\\First problem being that current system realys too much on audio. I see and i like how it plays and what is that role. Unfortunetly, if we decided to go with it we are making few assumptions.  Biggest assumption is that peaople will actualy be listening to our game. Why? Big thing about survival game is that player set's their progression pace how they pleas. Many player don't like to rush them and sweat only when they decied to. That means when they are grinding resources, or just exploring they usually listening to something, podcast music or just yt. Next assumption is that they are using a good headphones, or eaven headphones.  What i mean by that audio can't be a main driver of player actions. You may use it to help player but not force them to relay on it.
3 -\\Second, i like the enviromental conditions based on elevation and water distance. However, i feel like you scratched surface with those  hint's. I see how event director could be introdeced. Some events that can be triggerd automaticly or if conditions are met, for examples: 
4 -\\- Player leaves a dead body of animal: they wait and scavengers appear. 
5 --  PC is bleeding for a longer time? Predator that smeels blood apprears 
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 -\\Let me know if i expilained my point here well. 
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!
Date
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1 -2026-01-13 20:25:41.613
Selection
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1 -Main comment by Adam
State
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1 -SAFE
Target
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1 -Test file.Eco-System System Design.WebHome
XWiki.XWikiComments[13]
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 15:39:33.270