Wiki source code of Eco-System System Design

Version 47.1 by Utku Dagli on 2026/03/07 16:12

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1 = 0 - Introduction =
2
3 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.
4
5 == 0.1 - Disclaimer ==
6
7 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.
8
9 == 0.2 - Terminology ==
10
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" %)(((
15 Non-Playable Character
16 )))
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
20
21 ----
22
23 = 1 - System Architecture =
24
25 This system operates on four interconnected layers. Each layer builds upon the previous layer.
26
27 * Layer 1: Creature State Machine
28 * Layer 2: Micro-Zoning
29 * Layer 3: Interaction Chains
30 * Layer 4: Environmental Traces
31
32 [[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]]
33
34 == 1.1 - Layer 1: Creature State Machine ==
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.
37
38 === 1.1.1 - Core States ===
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" %)(((
43 * Low activity, reduced movement
44 * Found in a sheltered location (caves, dense foliage, nest, deep water, 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 |(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1058px" %)(((
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 ** For underwater creatures, unless it's raining, they could be in a feeding state.
55 )))
56 |(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1058px" %)(((
57 * Transitional movement between states
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 * Follows terrain-based pathways, such as waterways and ridgelines.
60 * The most unpredictable state creates variances.
61 )))
62 |(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1058px" %)(((
63 * Defending specific areas.
64 * Aggressive toward all intruders.
65 * Around nests and sheltered locations.
66 * Localised to specific locations.
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 )))
69 |(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1058px" %)(((
70 * Drawn to the recent kill sites.
71 * Appears after predators or the player’s hunt
72 * After the prey dies, after a certain time, if the corpse is not touched, scavengers will spawn and start nibbling it.
73 )))
74 |(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
75 * Auditory awareness increased
76 * They move slowly
77 * More reactive to the sound-based threats. A slight sound cue could trigger the prey to transition into the flee state.
78 )))
79 |(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
80 * Triggers after the creature feels threatened.
81 )))
82
83 ==== State Transitions ====
84
85 (% class="table-bordered" %)
86 (% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
87 |Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
88 |Prey|Feeding|Resting|Feeding|Resting|Water → Open Areas →Shelter
89 |Scavangers|Scavanging|Resting|Scavanging|Resting|Kill Sites → Trees → Caves
90
91 === 1.1.2 - Weather System ===
92
93 (% class="table-bordered" %)
94 (% class="active" %)|=Weather|=Characteristics
95 |Sunny (Baseline)|(((
96 * Visibility: 100%
97 * Audio range: 100%
98 * Movement: 100%
99 * Normal creature behaviours
100 * Standard schedules are followed, and creatures operate at full activity level.
101 * Vision-based detection at maximum range
102 * **Player Strategy:** Patterns are less predictable because the creatures will travers without being in alert state. However creatures will be more visible so the PC could engage more easily, too.
103 )))
104 |Rainy|(((
105 * Visibility: 80%
106 * Audio Range: 60%
107 * Movement: 70%
108 * Creatures mostly spawned around shelter, rarely spawned in other areas.
109 * Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state.
110 * The feeding state is reduced by 60%
111 * Movement speed reduced by 30%
112 * The rain muffles audio cues.
113 * Caves could have groups of predators; players must be careful.
114 * **Player Strategies:** Check shelter locations, check caves, check dense vegetation.
115 )))
116 |Foggy|(((
117 * Visibility: 40%
118 * Audio range: 150%
119 * Movement: 70%
120 * Creatures can enter the alert state more frequently. A slight leaf crunch sound could trigger the flee state.
121 * Visual detection is low, auditory detection is high. When the creatures are not in flee mode, they move slowly.
122 * Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators.
123 * **Player Strategies:** Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator.
124 )))
125
126 (% class="table-bordered" %)
127 (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
128 |Sunny|100%|100%|1.0x|100%|100%
129 |Rainy|70%|40%|2.0x|80%|60%
130 |Foggy|80%|60%|1.5x|40%|150%
131
132 [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
133
134 == 1.2 - Layer 2: Micro-zoning ==
135
136 **Core Concept:** Within each biome, there are special micro-zones that determine the creature density and spawn priority. These zones are tied to terrain features.
137
138 (% class="table-bordered" %)
139 (% class="active" %)|=Feature|=Description
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 |Cave Entrance/Old Buildings|Dark tunnels or just an entrance of a cave or just abandoned building and old building ruins; mostly predators rest and if there are no predators around preys could also use it as a shelter during heavy rain.
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.
150
151 === 1.2.1 - Micro-zone types ===
152
153 (% class="table-bordered" %)
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{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hangs out, feeds and scavangers other animals.
156 |(% 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.
157 |(% 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.
158 |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
159 |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
160 |(% 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.
161 |(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
162 |(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
163 |(% 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.
164 |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
165 |(% 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.
166 |(% colspan="1" rowspan="2" style="width:200px" %){{error}}Cave{{/error}}|(% style="width:115px" %)Cave Entrance|(% style="width:852px" %)During the rain, if there are no predators around most prey will hide here from the rain. If there are predators around the pray will smell their scent and will not even try it as a shelter. Which will create uncertainty for the player whether they found prey or predator in here. Other than rainy days, there will be no prey. During foggy periods, predators will be here.
167 |(% 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.
168
169 (% class="table-bordered" %)
170 (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
171 |=Resting|Sunny: Dense vegetation
172 Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation
173 Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
174 |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2.
175 Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
176 |=Territorial|Dense vegetation|Inner Cave and High Ground|High Ground
177 |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
178 |=Alert|During Fog|During Fog|During Fog
179
180 === **1.3 -  Layer 3: Interaction Chains** ===
181
182 ===
183 (% 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" %)Creatures interact with each other, which creates readable behavioural changes and environmental clues for the player.(%%) ===
184
185 ==== (% 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" %)**1.3.1 - Prey-Predator Detection Ranges**(%%) ====
186
187 * (% 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" %)**Sunny Weather**
188 ** (% 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' visual detection range will be 100 meters.
189 ** (% 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 audio detection range will be 50 meters.
190 * (% 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" %)**Foggy Weather**
191 ** (% 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" %)Visual Detection will be 40 meters.
192 ** (% 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" %)Audio Detection will be 100 meters.
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" %)Within 50 meters, a slight leaf crunch will trigger the flee state.
194 * (% 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" %)**Rainy Weather**
195 ** (% 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" %)Visual Detection range will be 60 meters.
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" %)The audio detection range will be 30 meters.
197 ** (% 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.
198 ** (% 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.
199
200 ==== (% 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**(%%) ====
201
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" %)During sunny weather, prey will spawn and will stay more dispersed
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 foggy weather, they spawn and remain more clustered. Herd-like.
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" %)Some creatures will be designed as herds. (Will be specified later)
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" %)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.
206
207 **1.3.3 - Scavenger Interaction**
208
209
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" %)After the player or any other creature kills a creature, scavengers spawn depending on the weather conditions.
211 * (% 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 sunny, scavengers will spawn in 5 minutes near the carcass.
212 * (% 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.
213 * (% 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.
214
215 |Time: 0|Kill Occurs
216 |Sunny Weather|5 mins: Scavenger arrives
217 |Foggy Weather|7 mins: Scavenger arrives
218 |Rainy Weather|10 mins: Scavenger arrives
219 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes
220 |Time: 20+ mins|Carcass despawns if not scavenged
221
222 === **1.4 - Layer 4: Environmental Traces** ===
223
224
225 ==== **1.4.1 - Physical Traces Timeline** ====
226
227 ====
228 (% 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" %)Creatures leave observable traces behind for their presence and movement. Players can observe these traces to predict the creatures' locations or movements.(%%) ====
229
230 (% style="line-height:1.38" %)
231 (% 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" %)**Sunny: 8 minutes**
232
233 * (% 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" %)0 min: 100% visibility.
234 * (% 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" %)2 mins: 75% visibility
235 * (% 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" %)4 mins: 50% visibility
236 * (% 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" %)6 mins: 25% visibility
237 * (% 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" %)8 mins: Faded
238
239 (% style="line-height:1.38" %)
240 (% 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" %)**Rainy: 3 minutes**
241
242 * (% 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" %)0 min: 100% visibility
243 * (% 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 min: 50% visibility
244 * (% 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" %)2 min: 20% visibility
245 * (% 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" %)3 min: washed away
246
247 (% style="line-height:1.38" %)
248 (% 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" %)**Foggy: 15 minutes**
249
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" %)0 min: 100% visibility
251 * (% 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" %)5 mins: 65% visibility
252 * (% 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
253 * (% 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
254
255 ==== **1.4.2 - Audio Range by Weather** ====
256
257
258 (% style="line-height:1.38" %)
259 (% 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" %)**Audio Detection Comparison:**
260
261 * (% 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" %)Sunny: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player
262
263 (% 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" %)100m
264
265 * (% 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" %)Rainy: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player
266
267 (% 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" %)60m
268
269 (% style="line-height:1.38" %)
270 (% 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" %) Muffled by rain
271
272 * (% 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" %)Foggy: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player
273
274 (% style="line-height:1.38" %)
275 (% 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" %) 150m
276
277 (% style="line-height:1.38" %)
278 (% 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" %) Echo Effect, harder to pinpoint
279
280
281 **Audio Range Table**
282
283 |=Weather|=Base Range|=Modifier|=Effective Range|=Directionality|=Player Strategy
284 |Sunny|100m|1.0x|100m|Clear|Accurate tracking
285 |Rainy|100m|0.6x|60m|Muffled|Close-range only
286 |Foggy|100m|1.5x|150m|Echoing|Wide area search
287
288 ==== **1.4. - Environmental Disturbance Types** ====
289
290
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" %)**Crushed grass: **(% 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 walks on grass or in a wheat field, it crushes the grass or wheat, indicating its presence.
292 * (% 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" %)**Broken branches: **(% 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 walks on a tree branch on the ground or near a tree, or breaks a branch, this indicates the creature is nearby.
293 * (% style="color:#000000; font-size:11pt; margin:0px; padding:0px" %)**Disturbed water:** Indicates the creature is passing by, or drank a couple of seconds ago, or is still drinking.
294 * (% 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
295 * **Claw Marks: **Claw marks indicate that a predator is nearby.
296
297 ----
298
299 == ==
300
301 == **2 - Teaching the System** ==
302
303
304 (% 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" %)An essential aspect of this concept is that players should never be instructed or told how to hunt or find creatures. The player should learn this system while observing creature behaviours and patterns. Depending on the player types, there may be multiple hints to guide players in the right direction.
305
306 **Player Types**
307
308 * **Explorer**
309 ** Discovers through wandering
310 ** Needs environmental clues
311 * **Achievers**
312 ** Challengers are more beneficial
313 ** Needs quests
314 * **Socialisers**
315 ** Learns from the NPC
316 ** Benefits from community knowledge
317
318 === **2.1 - Learning Through Natural Gameplay Loop** ===
319
320
321 [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
322
323
324 === **2.2 - Creature Behaviour Complexity Progression** ===
325
326 (% style="line-height:1.38" %)
327 (% style="color: rgb(0, 0, 0); font-family: Arial, sans-serif; font-size: 14.6667px; white-space-collapse: preserve" %)In each layer there will be new creatures which may be different in many aspects than the previous layers. Which the player will get used to each creature in the new layer. However there are also suggestions below which may help to improve the complexity of the creature behaviour or the challenge to the player.
328
329 (% style="line-height:1.38" %)
330 (% 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" %)**Design Notes**
331
332 * (% 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.
333 * (% 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.
334
335 === **2.3 - NPC Dialogue with Subtle Hints** ===
336
337
338 (% style="line-height:1.38" %)
339 (% 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" %)**Hint Types**
340
341 * (% 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" %)**Weather: **(% 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" %)NPC explains the creature's behaviours during the weather changes between texts.
342 * (% 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" %)**Hunter Wisdom: **(% 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" %)NPC gives subtle hints on prey behaviour and patterns.
343 * (% 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.
344 * (% 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.
345
346 === **2.4 - Quest Design for Teaching** ===
347
348
349 (% style="line-height:1.38" %)
350 (% 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" %)**Teaching quest sequence examples**
351
352 * (% 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" %)**Q1 **(% 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" %)- Teaches: Location of the creatures and what they do during a specific time frame.
353 * (% 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" %)**Q2 **(% 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" %)- Teaches: Creatures' behaviour during the weather changes.
354 * (% 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" %)**Q3**(% 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" %) - Teaches: Creatures’ audio cues
355 * (% 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" %)**Q4 **(% 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" %)- Teaches: Environmental traces left by creatures.
356 * (% 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" %)**Q5**(% 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" %) - Teaches: Creature interactions with each other.
357
358 ====
359 **Main comment by Adam ** ====
360
361 ~)~)~)