Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 6.1
edited by Utku Dagli
on 2025/12/16 21:38
on 2025/12/16 21:38
Change comment:
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To version 13.1
edited by Alexandros Mloukie
on 2025/12/19 20:23
on 2025/12/19 20:23
Change comment:
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... ... @@ -1,30 +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 23 ---- 24 24 25 -= =**1 - System Architecture**==23 += 1 - System Architecture = 26 26 27 - 28 28 This system operates on four interconnected layers. Each layer builds upon the previous layer. 29 29 30 30 * Layer 1: Creature State Machine ... ... @@ -32,22 +32,23 @@ 32 32 * Layer 3: Interaction Chains 33 33 * Layer 4: Environmental Traces 34 34 35 - **[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]]**32 +[[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]] 36 36 37 -== =**1.1 - Layer 1: Creature State Machine**===34 +== 1.1 - Layer 1: Creature State Machine == 38 38 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. 39 39 40 - (% 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 === 41 41 40 +(% class="table-bordered" %) 41 +(% class="active" %)|=State|=Characteristics 42 +| Resting| Test 42 42 43 -==== **1.1.1 - Core States** ==== 44 44 45 - 46 -* (% 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** 47 -** (% 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 48 -** (% 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.) 49 -** (% 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 50 -** (% 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" %)Creatures are less aggressive and easier to approach. 45 +* Low activity, reduced movement 46 +* Found in a sheltered location (caves, dense foliage, nest, etc.) 47 +* Increased during rain 48 +* Creatures are less aggressive and easier to approach. 51 51 ** (% 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" %)**Predator: **(% 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" %)When a predator creature notices the player or another predator while resting, it becomes aggressive. 52 52 ** (% 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" %)**Prey & Scavenger:**(% 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" %) When the creature detects the player or a predator while resting, it flees or flies away. 53 53 * (% 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" %)**Feeding** ... ... @@ -78,7 +78,7 @@ 78 78 79 79 **State Transition Diagram: ** 80 80 81 -[[image:Screenshot 2025-12-08 16272 3.png||alt="State Transition Diagram"]]79 +[[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]] 82 82 83 83 84 84 |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location ... ... @@ -128,7 +128,7 @@ 128 128 ))) 129 129 |Foggy|80%|60%|1.5x|40%|150% 130 130 131 -[[image: 1765913168895-550.png]]129 +[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 132 132 133 133 === === 134 134 ... ... @@ -315,7 +315,7 @@ 315 315 === **2.1 - Learning Through Natural Gameplay Loop** === 316 316 317 317 318 -[[image: 1765915553090-883.png]]316 +[[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]] 319 319 320 320 321 321 === **2.2 - Creature Behaviour Complexity Progression** ===
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