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
Change comment: Deleted image "Screenshot 2025-12-08 162723.png"
To version 11.1
edited by Alexandros Mloukie
on 2025/12/19 20:18
Change comment: There is no comment for this version

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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 - Local Dictionary** ===
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
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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" %)**Core Concept:**(% 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  
42 -
43 -==== **1.1.1 - Core States** ====
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**
40 +Resting
47 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 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 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
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78 78  
79 79  **State Transition Diagram: **
80 80  
81 -[[image:Screenshot 2025-12-08 162723.png||alt="State Transition Diagram"]]
75 +[[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
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128 128  )))
129 129  |Foggy|80%|60%|1.5x|40%|150%
130 130  
131 -[[image:1765913168895-550.png]]
125 +[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
132 132  
133 133  === ===
134 134  
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315 315  === **2.1 - Learning Through Natural Gameplay Loop** ===
316 316  
317 317  
318 -[[image:1765915553090-883.png]]
312 +[[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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