Wiki source code of Eco-System System Design

Version 51.1 by Utku Dagli on 2026/03/13 20:09

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Alexandros Mloukie 9.1 1 = 0 - Introduction =
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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
Alexandros Mloukie 9.1 5 == 0.1 - Disclaimer ==
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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
Alexandros Mloukie 10.1 9 == 0.2 - Terminology ==
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Alexandros Mloukie 10.1 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" %)(((
Utku Dagli 1.1 15 Non-Playable Character
16 )))
Alexandros Mloukie 10.1 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
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21 ----
22
Alexandros Mloukie 10.1 23 = 1 - System Architecture =
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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
Alexandros Mloukie 10.1 32 [[image:Screenshot 2025-12-08 131237.png||alt="System Architecture"]]
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Alexandros Mloukie 10.1 34 == 1.1 - Layer 1: Creature State Machine ==
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Utku Dagli 45.1 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.
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Alexandros Mloukie 11.1 38 === 1.1.1 - Core States ===
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Utku Dagli 45.1 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" %)(((
Alexandros Mloukie 13.1 43 * Low activity, reduced movement
Utku Dagli 45.1 44 * Found in a sheltered location (caves, dense foliage, nest, deep water, etc.)
Alexandros Mloukie 13.1 45 * Increased during rain
46 * Creatures are less aggressive and easier to approach.
Alexandros Mloukie 15.1 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 )))
Utku Dagli 45.1 50 |(% style="width:144px" %){{box}}Feeding{{/box}}|(% style="width:1058px" %)(((
Alexandros Mloukie 16.1 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.
Utku Dagli 45.1 54 ** For underwater creatures, unless it's raining, they could be in a feeding state.
Alexandros Mloukie 16.1 55 )))
Utku Dagli 45.1 56 |(% style="width:144px" %){{box}}Migrating{{/box}}|(% style="width:1058px" %)(((
Alexandros Mloukie 16.1 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 )))
Utku Dagli 45.1 62 |(% style="width:144px" %){{box}}Territorial{{/box}}|(% style="width:1058px" %)(((
Alexandros Mloukie 16.1 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 )))
Utku Dagli 45.1 69 |(% style="width:144px" %){{box}}Scavenging{{/box}}|(% style="width:1058px" %)(((
Alexandros Mloukie 16.1 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 )))
Utku Dagli 45.1 74 |(% style="width:144px" %){{box}}Alert{{/box}}|(% style="width:1058px" %)(((
Alexandros Mloukie 16.1 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 )))
Utku Dagli 45.1 79 |(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
Alexandros Mloukie 16.1 80 * Triggers after the creature feels threatened.
81 )))
Alexandros Mloukie 15.1 82
Utku Dagli 45.1 83 ==== State Transitions ====
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Alexandros Mloukie 18.1 85 (% class="table-bordered" %)
86 (% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
Alexandros Mloukie 17.1 87 |Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
88 |Prey|Feeding|Resting|Feeding|Resting|Water → Open Areas →Shelter
Alexandros Mloukie 18.1 89 |Scavangers|Scavanging|Resting|Scavanging|Resting|Kill Sites → Trees → Caves
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Alexandros Mloukie 18.1 91 === 1.1.2 - Weather System ===
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Alexandros Mloukie 19.1 93 (% class="table-bordered" %)
94 (% class="active" %)|=Weather|=Characteristics
Alexandros Mloukie 18.1 95 |Sunny (Baseline)|(((
96 * Visibility: 100%
97 * Audio range: 100%
98 * Movement: 100%
Utku Dagli 45.1 99 * Normal creature behaviours
Alexandros Mloukie 18.1 100 * Standard schedules are followed, and creatures operate at full activity level.
101 * Vision-based detection at maximum range
Utku Dagli 50.1 102 * **Player Strategy:** Patterns are less predictable because the creatures will traverse without being in an alert state. However, creatures will be more visible, so the PC could engage more easily, too.
Alexandros Mloukie 18.1 103 )))
Utku Dagli 49.1 104 |Bad Weather (Rainy, Storm, etc.)|(((
Alexandros Mloukie 18.1 105 * 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 )))
Utku Dagli 50.1 116 |Low Visibility (Fog, Sandstorm, etc.)|(((
117 * Visibility: 60%
118 * Audio range: 70%
Alexandros Mloukie 18.1 119 * Movement: 70%
Utku Dagli 50.1 120 * Fog dampens environmental sounds, reducing audio clarity for both players and creatures.
121 * Since the audio was muffled, the source of the sound could not be easily identified.
122 * The detection range is reduced during fog. Creatures will be territorial, but lose the trace of others easily due to fog.
123 * Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension.
124 * Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC.
125 * **Player Strategies:** Move carefully, never know where the danger lies. However, can easily escape from danger.
Alexandros Mloukie 19.1 126 )))
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Alexandros Mloukie 20.1 128 (% class="table-bordered" %)
129 (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
Alexandros Mloukie 18.1 130 |Sunny|100%|100%|1.0x|100%|100%
131 |Rainy|70%|40%|2.0x|80%|60%
Utku Dagli 50.1 132 |Foggy|80%|60%|1.5x|50%|70%
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Utku Dagli 8.1 134 [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
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Alexandros Mloukie 18.1 136 == 1.2 - Layer 2: Micro-zoning ==
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Alexandros Mloukie 18.1 138 **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.
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Alexandros Mloukie 20.1 140 (% class="table-bordered" %)
141 (% class="active" %)|=Feature|=Description
142 |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
Utku Dagli 45.1 143 |Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey.
Utku Dagli 47.1 144 |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.
Utku Dagli 45.1 145 |Riverside/Seashore|(((
146 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.
147 )))
148 |Shallow Water|(((
149 Where the small amphibious creatures from the water ecosystem hangs out, hunts with small bugs or scavanges the dead animals.
150 )))
151 |Deep Water|Where the creatures from water ecosystem hides and shelters from the entities outside of the water ecosystem.
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Alexandros Mloukie 18.1 153 === 1.2.1 - Micro-zone types ===
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Alexandros Mloukie 20.1 155 (% class="table-bordered" %)
Alexandros Mloukie 21.2 156 (% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description
Utku Dagli 47.1 157 |(% 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.
Utku Dagli 45.1 158 |(% 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.
Alexandros Mloukie 21.2 159 |(% 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.
160 |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
161 |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
162 |(% 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.
163 |(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
Utku Dagli 45.1 164 |(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
Alexandros Mloukie 21.2 165 |(% 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.
166 |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
167 |(% 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.
Utku Dagli 47.1 168 |(% 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.
Alexandros Mloukie 21.2 169 |(% 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.
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Alexandros Mloukie 23.1 171 (% class="table-bordered" %)
172 (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
Utku Dagli 1.1 173 |=Resting|Sunny: Dense vegetation
Utku Dagli 47.1 174 Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation
Utku Dagli 1.1 175 Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
176 |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2.
177 Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
178 |=Territorial|Dense vegetation|Inner Cave and High Ground|High Ground
179 |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
180 |=Alert|During Fog|During Fog|During Fog
181
182 === **1.3 -  Layer 3: Interaction Chains** ===
183
184 ===
185 (% 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.(%%) ===
186
187 ==== (% 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**(%%) ====
188
189 * (% 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**
190 ** (% 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.
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" %)The audio detection range will be 50 meters.
192 * (% 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**
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" %)Visual Detection will be 40 meters.
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" %)Audio Detection will be 100 meters.
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" %)Within 50 meters, a slight leaf crunch will trigger the flee state.
196 * (% 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**
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" %)Visual Detection range will be 60 meters.
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" %)The audio detection range will be 30 meters.
199 ** (% 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.
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" %)Within 10 meters, a slight leaf crunch is audible.
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" %)**1.3.2 - Prey-Prey Interaction**(%%) ====
203
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" %)During sunny weather, prey will spawn and will stay more dispersed
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" %)During foggy weather, they spawn and remain more clustered. Herd-like.
206 * (% 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)
207 * (% 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.
208
209 **1.3.3 - Scavenger Interaction**
210
211
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" %)After the player or any other creature kills a creature, scavengers spawn depending on the weather conditions.
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 sunny, scavengers will spawn in 5 minutes near the carcass.
214 * (% 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.
215 * (% 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.
216
217 |Time: 0|Kill Occurs
218 |Sunny Weather|5 mins: Scavenger arrives
219 |Foggy Weather|7 mins: Scavenger arrives
220 |Rainy Weather|10 mins: Scavenger arrives
221 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes
222 |Time: 20+ mins|Carcass despawns if not scavenged
223
224 === **1.4 - Layer 4: Environmental Traces** ===
225
226
227 ==== **1.4.1 - Physical Traces Timeline** ====
228
229 ====
230 (% 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.(%%) ====
231
232 (% style="line-height:1.38" %)
233 (% 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**
234
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" %)0 min: 100% 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" %)2 mins: 75% 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" %)4 mins: 50% visibility
238 * (% 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
239 * (% 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
240
241 (% style="line-height:1.38" %)
242 (% 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**
243
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" %)0 min: 100% 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" %)1 min: 50% visibility
246 * (% 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
247 * (% 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
248
249 (% style="line-height:1.38" %)
250 (% 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**
251
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" %)0 min: 100% 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" %)5 mins: 65% visibility
254 * (% 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
255 * (% 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
256
257 ==== **1.4.2 - Audio Range by Weather** ====
258
259
260 (% style="line-height:1.38" %)
261 (% 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:**
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" %)Sunny: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player
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" %)100m
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" %)Rainy: Source —~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~--> Player
268
269 (% 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
270
271 (% style="line-height:1.38" %)
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" %) Muffled by rain
273
274 * (% 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
275
276 (% style="line-height:1.38" %)
277 (% 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
278
279 (% style="line-height:1.38" %)
280 (% 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
281
282
283 **Audio Range Table**
284
285 |=Weather|=Base Range|=Modifier|=Effective Range|=Directionality|=Player Strategy
286 |Sunny|100m|1.0x|100m|Clear|Accurate tracking
287 |Rainy|100m|0.6x|60m|Muffled|Close-range only
288 |Foggy|100m|1.5x|150m|Echoing|Wide area search
289
290 ==== **1.4. - Environmental Disturbance Types** ====
291
292
293 * (% 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.
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" %)**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.
295 * (% 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.
296 * (% 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
297 * **Claw Marks: **Claw marks indicate that a predator is nearby.
298
299 ----
300
301 == ==
302
303 == **2 - Teaching the System** ==
304
305
306 (% 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.
307
308 **Player Types**
309
310 * **Explorer**
311 ** Discovers through wandering
312 ** Needs environmental clues
313 * **Achievers**
314 ** Challengers are more beneficial
315 ** Needs quests
316 * **Socialisers**
317 ** Learns from the NPC
318 ** Benefits from community knowledge
319
320 === **2.1 - Learning Through Natural Gameplay Loop** ===
321
322
Utku Dagli 8.1 323 [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
Utku Dagli 1.1 324
325
326 === **2.2 - Creature Behaviour Complexity Progression** ===
327
328 (% style="line-height:1.38" %)
Utku Dagli 49.1 329 (% style="color:#000000; 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.
Utku Dagli 1.1 330
331 (% style="line-height:1.38" %)
332 (% 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**
333
334 * (% 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.
335 * (% 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.
336
337 === **2.3 - NPC Dialogue with Subtle Hints** ===
338
339
340 (% style="line-height:1.38" %)
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" %)**Hint Types**
342
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" %)**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.
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" %)**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.
345 * (% 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.
346 * (% 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.
347
348 === **2.4 - Quest Design for Teaching** ===
349
350
351 (% style="line-height:1.38" %)
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" %)**Teaching quest sequence examples**
353
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" %)**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.
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" %)**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.
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" %)**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
357 * (% 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.
358 * (% 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.
359
Adam Janus 41.1 360 ====
361 **Main comment by Adam ** ====
Alexandros Mloukie 20.1 362
363 ~)~)~)