Wiki source code of Eco-System System Design
Version 51.1 by Utku Dagli on 2026/03/13 20:09
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| author | version | line-number | content |
|---|---|---|---|
| 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 traverse without being in an alert state. However, creatures will be more visible, so the PC could engage more easily, too. | ||
| 103 | ))) | ||
| 104 | |Bad Weather (Rainy, Storm, etc.)|((( | ||
| 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 | |Low Visibility (Fog, Sandstorm, etc.)|((( | ||
| 117 | * Visibility: 60% | ||
| 118 | * Audio range: 70% | ||
| 119 | * Movement: 70% | ||
| 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. | ||
| 126 | ))) | ||
| 127 | |||
| 128 | (% class="table-bordered" %) | ||
| 129 | (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range | ||
| 130 | |Sunny|100%|100%|1.0x|100%|100% | ||
| 131 | |Rainy|70%|40%|2.0x|80%|60% | ||
| 132 | |Foggy|80%|60%|1.5x|50%|70% | ||
| 133 | |||
| 134 | [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] | ||
| 135 | |||
| 136 | == 1.2 - Layer 2: Micro-zoning == | ||
| 137 | |||
| 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. | ||
| 139 | |||
| 140 | (% class="table-bordered" %) | ||
| 141 | (% class="active" %)|=Feature|=Description | ||
| 142 | |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here. | ||
| 143 | |Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey. | ||
| 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. | ||
| 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. | ||
| 152 | |||
| 153 | === 1.2.1 - Micro-zone types === | ||
| 154 | |||
| 155 | (% class="table-bordered" %) | ||
| 156 | (% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 164 | |(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation. | ||
| 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. | ||
| 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. | ||
| 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. | ||
| 170 | |||
| 171 | (% class="table-bordered" %) | ||
| 172 | (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers | ||
| 173 | |=Resting|Sunny: Dense vegetation | ||
| 174 | Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation | ||
| 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 | |||
| 323 | [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]] | ||
| 324 | |||
| 325 | |||
| 326 | === **2.2 - Creature Behaviour Complexity Progression** === | ||
| 327 | |||
| 328 | (% style="line-height:1.38" %) | ||
| 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. | ||
| 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 | |||
| 360 | ==== | ||
| 361 | **Main comment by Adam ** ==== | ||
| 362 | |||
| 363 | ~)~)~) |