Changes for page Eco-System System Design

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

From version 9.1
edited by Alexandros Mloukie
on 2025/12/19 20:10
Change comment: There is no comment for this version
To version 16.1
edited by Alexandros Mloukie
on 2025/12/19 20:33
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
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1 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 6  == 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
... ... @@ -32,50 +32,56 @@
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  
40 +(% class="table-bordered" %)
41 +(% class="active" %)|=State|=Characteristics
42 +|Resting|(((
43 +* Low activity, reduced movement
44 +* Found in a sheltered location (caves, dense foliage, nest, etc.)
45 +* Increased during rain
46 +* Creatures are less aggressive and easier to approach.
47 +** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive.
48 +** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away.
49 +)))
50 +|Feeding|(((
51 +* Active foraging/hunting
52 +* Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures)
53 +* Peak activity during sunny conditions.
54 +)))
55 +|Migrating|(((
56 +* Transitional movement between states
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 +* Follows terrain-based pathways, such as waterways and ridgelines.
59 +* The most unpredictable state creates variances.
60 +)))
61 +|Territorial|(((
62 +* Defending specific areas.
63 +* Aggressive toward all intruders.
64 +* Around nests and sheltered locations.
65 +* Localised to specific locations.
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 +)))
68 +|Scavenging|(((
69 +* Drawn to the recent kill sites.
70 +* Appears after predators or the player’s hunt
71 +* After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
72 +)))
73 +|Alert|(((
74 +* Auditory awareness increased
75 +* They move slowly
76 +* More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
77 +)))
78 +|Flee|(((
79 +* Triggers after the creature feels threatened.
80 +)))
42 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**
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.
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 -** (% 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 -* (% 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**
54 -** (% 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" %)Active foraging/hunting
55 -** (% 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 food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures)
56 -** (% 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" %)Peak activity during sunny conditions.
57 -* (% 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" %)**Migrating**
58 -** (% 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" %)Transitional movement between states
59 -** (% 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 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.
60 -** (% 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" %)Follows terrain-based pathways, such as waterways and ridgelines.
61 -** (% 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 most unpredictable state creates variances.
62 -* (% 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" %)**Territorial**
63 -** (% 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" %)Defending specific areas.
64 -** (% 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" %)Aggressive toward all intruders.
65 -** (% 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" %)Around nests and sheltered locations.
66 -** (% 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" %)Localised to specific locations.
67 -** (% 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:**(% 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 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 -* (% 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" %)**Scavenging (only for scavengers)**
69 -** (% 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" %)Drawn to the recent kill sites.
70 -** (% 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" %)Appears after predators or the player’s hunt
71 -** (% 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" %)After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
72 -* (% 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" %)**Alert**
73 -** (% 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" %)Auditory awareness increased
74 -** (% 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" %)They move slowly
75 -** (% 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" %)More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
76 -* **Flee**
77 -** Triggers after the creature feels threatened.
78 -
79 79  **State Transition Diagram: **
80 80  
81 81  [[image:Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]