Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 7.1
edited by Utku Dagli
on 2025/12/16 21:40
on 2025/12/16 21:40
Change comment:
Deleted image "Screenshot 2025-12-08 162723.png"
To version 1.1
edited by Utku Dagli
on 2025/12/16 21:16
on 2025/12/16 21:16
Change comment:
There is no comment for this version
Summary
-
Page properties (1 modified, 0 added, 0 removed)
-
Attachments (0 modified, 0 added, 1 removed)
Details
- Page properties
-
- Content
-
... ... @@ -20,8 +20,12 @@ 20 20 |State Machine|A system for managing the creature's behaviour through states 21 21 |Behavioural State|Current behavioural state of the creature 22 22 23 +== == 24 + 23 23 ---- 24 24 27 +== == 28 + 25 25 == **1 - System Architecture** == 26 26 27 27 ... ... @@ -32,7 +32,7 @@ 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"]]**39 +[[image:1765911944829-936.png]] 36 36 37 37 === **1.1 - Layer 1: Creature State Machine** === 38 38 ... ... @@ -76,9 +76,10 @@ 76 76 * **Flee** 77 77 ** Triggers after the creature feels threatened. 78 78 83 + 79 79 **State Transition Diagram: ** 80 80 81 -[[image: Screenshot 2025-12-08 162723.png||alt="State Transition Diagram"]]86 +[[image:1765912618725-168.png]] 82 82 83 83 84 84 |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location ... ... @@ -86,6 +86,8 @@ 86 86 |(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Prey|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Water → Open Areas →Shelter 87 87 |(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Kill Sites → Trees → Caves 88 88 94 + 95 + 89 89 ==== **1.1.2 - Weather System** ==== 90 90 91 91 ... ... @@ -117,6 +117,7 @@ 117 117 ** (% 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" %)Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators. 118 118 ** (% 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" %)**Player Strategies: **(% 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" %)Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. 119 119 127 + 120 120 |=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 121 121 |Sunny|100%|100%|1.0x|100%|((( 122 122 100% ... ... @@ -128,6 +128,8 @@ 128 128 ))) 129 129 |Foggy|80%|60%|1.5x|40%|150% 130 130 139 + 140 + 131 131 [[image:1765913168895-550.png]] 132 132 133 133 === === ... ... @@ -142,6 +142,7 @@ 142 142 * (% 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" %)**Cave Entrance: **(% 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" %)Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too. 143 143 * (% 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" %)**Riverside/Seashore: **(% 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" %)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. 144 144 155 + 145 145 ==== **1.2.1 - Micro-zone types** ==== 146 146 147 147 ... ... @@ -161,6 +161,7 @@ 161 161 ** (% 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" %)**Cave Entrance: **(% 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 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. 162 162 ** (% 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" %)**Inner Cave: **(% 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" %)A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest. 163 163 175 + 164 164 |=((( 165 165 State/Creature 166 166 )))|=Prey|=Predator|=Scavengers ... ... @@ -173,6 +173,7 @@ 173 173 |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2. 174 174 |=Alert|During Fog|During Fog|During Fog 175 175 188 + 176 176 === **1.3 - Layer 3: Interaction Chains** === 177 177 178 178 === ... ... @@ -193,6 +193,7 @@ 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" %)Most of the sounds will be muffled by rain interference. 194 194 ** (% 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" %)Within 10 meters, a slight leaf crunch is audible. 195 195 209 + 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" %)**1.3.2 - Prey-Prey Interaction**(%%) ==== 197 197 198 198 ... ... @@ -201,6 +201,7 @@ 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" %)Some creatures will be designed as herds. (Will be specified later) 202 202 * (% 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" %)If herds or herd-like creature groups trigger each other. For instance, if a prey animal detected a predator, triggering the flee state and initiating a run, the rest of the herd would also enter the flee state and run. 203 203 218 + 204 204 **1.3.3 - Scavenger Interaction** 205 205 206 206 ... ... @@ -209,6 +209,7 @@ 209 209 * (% 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" %)If the weather is foggy, scavengers will spawn in 7 minutes near the carcass. 210 210 * (% 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" %)If the weather is rainy, scavengers will spawn in 10 minutes near the carcass. 211 211 227 + 212 212 |Time: 0|Kill Occurs 213 213 |Sunny Weather|5 mins: Scavenger arrives 214 214 |Foggy Weather|7 mins: Scavenger arrives ... ... @@ -216,6 +216,7 @@ 216 216 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes 217 217 |Time: 20+ mins|Carcass despawns if not scavenged 218 218 235 + 219 219 === **1.4 - Layer 4: Environmental Traces** === 220 220 221 221 ... ... @@ -249,6 +249,7 @@ 249 249 * (% 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" %)10 mins: 33% visibility 250 250 * (% 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" %)15 mins: Faded 251 251 269 + 252 252 ==== **1.4.2 - Audio Range by Weather** ==== 253 253 254 254 ... ... @@ -282,6 +282,7 @@ 282 282 |Rainy|100m|0.6x|60m|Muffled|Close-range only 283 283 |Foggy|100m|1.5x|150m|Echoing|Wide area search 284 284 303 + 285 285 ==== **1.4. - Environmental Disturbance Types** ==== 286 286 287 287 ... ... @@ -291,6 +291,7 @@ 291 291 * (% 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" %)**Mud Tracks: **(% 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" %)Footprints will spawn on rainy days, and the water will fill them. Due to that, the fresh tracks will last longer. But in the following rain, if the footprints are still alive, they will start to fade away, as explained in 2.4.1 292 292 * **Claw Marks: **Claw marks indicate that a predator is nearby. 293 293 313 + 294 294 ---- 295 295 296 296 == == ... ... @@ -312,6 +312,7 @@ 312 312 ** Learns from the NPC 313 313 ** Benefits from community knowledge 314 314 335 + 315 315 === **2.1 - Learning Through Natural Gameplay Loop** === 316 316 317 317 ... ... @@ -361,6 +361,7 @@ 361 361 * (% 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" %)Instead of zones, playing time could be used to set the complexity progression. 362 362 * (% 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" %)Instead of zones, experience level could be used to set the complexity progression. 363 363 385 + 364 364 === **2.3 - NPC Dialogue with Subtle Hints** === 365 365 366 366 ... ... @@ -372,6 +372,7 @@ 372 372 * (% 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" %)**Old Tales: **(% 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" %)Tells old tales that caution the player on scavenger and predator behaviour and patterns. 373 373 * (% 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" %)**Self Thought: **(% 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" %)The(% 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" %)** **(% 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" %)PC that talks by itself with the observations depending on the pattern findings. 374 374 397 + 375 375 === **2.4 - Quest Design for Teaching** === 376 376 377 377
- Screenshot 2025-12-08 131237.png
-
- Author
-
... ... @@ -1,1 +1,0 @@ 1 -XWiki.utkudagli - Size
-
... ... @@ -1,1 +1,0 @@ 1 -32.4 KB - Content