Wiki source code of Eco-System System Design

Version 58.1 by Utku Dagli on 2026/03/13 20:42

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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 * They move slowly
76 * More reactive to the nearby threats. A slight sound cue could trigger the prey to transition into the flee state.
77 )))
78 |(% style="width:144px" %){{box}}Flee{{/box}}|(% style="width:1058px" %)(((
79 * Triggers after the creature feels threatened.
80 )))
81
82 ==== State Transitions ====
83
84 (% class="table-bordered" %)
85 (% class="active" %)|=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location
86 |Predator|Resting|Feeding|Feeding|Feeding|Caves → Open areas
87 |Prey|Feeding|Resting|Feeding|Resting|Water → Open Areas →Shelter
88 |Scavangers|Scavanging|Resting|Scavanging|Resting|Kill Sites → Trees → Caves
89
90 === 1.1.2 - Weather System ===
91
92 (% class="table-bordered" %)
93 (% class="active" %)|=Weather|=Characteristics
94 |Sunny (Baseline)|(((
95 * Visibility: 100%
96 * Audio range: 100%
97 * Movement: 100%
98 * Normal creature behaviours
99 * Standard schedules are followed, and creatures operate at full activity level.
100 * Vision-based detection at maximum range
101 * **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.
102 )))
103 |Bad Weather (Rainy, Storm, etc.)|(((
104 * Visibility: 80%
105 * Audio Range: 60%
106 * Movement: 70%
107 * Creatures mostly spawned around shelter, rarely spawned in other areas.
108 * Creatures roam less, stay in sheltered areas, and spend most of their time in a resting state.
109 * The feeding state is reduced by 60%
110 * Movement speed reduced by 30%
111 * The rain muffles audio cues.
112 * Caves could have groups of predators; players must be careful.
113 * **Player Strategies:** Check shelter locations, check caves, check dense vegetation.
114 )))
115 |Low Visibility (Fog, Sandstorm, etc.)|(((
116 * Visibility: 60%
117 * Audio range: 70%
118 * Movement: 70%
119 * Fog dampens environmental sounds, reducing audio clarity for both players and creatures.
120 * Since the audio was muffled, the source of the sound could not be easily identified.
121 * The detection range is reduced during fog. Creatures will be on alert but will easily lose the trace of others in the fog.
122 * Fog thickness balanced: not fully obscuring, but enough to limit the visibility and create tension.
123 * Visual detection range is limited, so creatures could easily lose their visual connection with other creatures or the PC.
124 * **Player Strategies:** Move carefully, never know where the danger lies. However, can easily escape from danger.
125 )))
126
127 (% class="table-bordered" %)
128 (% class="active" %)|=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range
129 |Sunny|100%|100%|1.0x|100%|100%
130 |Bad Weather|70%|40%|2.0x|80%|60%
131 |Low Visibility|80%|60%|1.5x|50%|70%
132
133 [[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]]
134
135 == 1.2 - Layer 2: Micro-zoning ==
136
137 **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.
138
139 (% class="table-bordered" %)
140 (% class="active" %)|=Feature|=Description
141 |High elevation|More like hills, or mountains. Predators and scavengers hide or rest here.
142 |Dense Vegetation|Dense forests with thick vegetation, such as trees, bushes, and plants. This zone serves as a resting ground for prey.
143 |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.
144 |Riverside/Seashore|(((
145 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.
146 )))
147 |Shallow Water|(((
148 Where the small amphibious creatures from the water ecosystem hang out, hunt with small bugs or scavenge the dead animals.
149 )))
150 |Deep Water|Where the creatures from the water ecosystem hide and shelter from the entities outside of the water ecosystem.
151
152 === 1.2.1 - Micro-zone types ===
153
154 (% class="table-bordered" %)
155 (% class="active" %)|=(% style="width: 200px;" %)Micro-Zone|=(% style="width: 115px;" %)Trait|=(% style="width: 852px;" %)Description
156 |(% colspan="1" rowspan="2" style="width:200px" %){{info}}Water Ecosystem{{/info}}|(% style="width:115px" %)-50-0m|(% style="width:852px" %)Shallow water. Amphibious creatures hang out, feed, and scavenge from other animals.
157 |(% style="width:115px" %)-50m and Below|(% style="width:852px" %)Deep water. Water creatures hide from the entities outside of the water ecosystem. Water creatures' shelter is in deep water.
158 |(% 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.
159 |(% style="width:115px" %)50-150m|(% style="width:852px" %)Predator ambush zone. Predators could hide in a bush and attack prey or players.
160 |(% style="width:115px" %)150m+|(% style="width:852px" %)General territory. Where the Valley or Vegetation starts. Prey rest or feeding place, depending on vegetation density.
161 |(% 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.
162 |(% style="width:115px" %)Mid Elevation|(% style="width:852px" %)Migration paths, predators, and scavengers pass through or rest here during the late hours.
163 |(% style="width:115px" %)Valley|(% style="width:852px" %)Prey resting, or a feeding place, depending on the density of the vegetation.
164 |(% 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.
165 |(% style="width:115px" %)Forest Edge|(% style="width:852px" %)Where the prey feeds on fruits and berries on trees and bushes. Where predators hunt prey.
166 |(% 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.
167 |(% 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 prey will smell their scent and will not even try to use it as a shelter. This will create uncertainty for the player whether they found prey or a predator in here. Other than rainy days, there will be no prey. During foggy periods, predators will be here.
168 |(% 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.
169
170 (% class="table-bordered" %)
171 (% class="active" %)|=State/Creature|=Prey|=Predator|=Scavengers
172 |=Resting|Sunny: Dense vegetation
173 Rain: Dense vegetation and Cave Entrance if there are no predators.|Sunny: Inner cave, High Ground and mid elevation
174 Foggy: Cave Entrance and Inner Cave|High Ground and mid elevation
175 |=Feeding|Clearing and forest edge.|Sunny: Mid elevation, Dense vegetation, forest edge, clearings, Water proximity, Zone 1 and Zone 2.
176 Foggy and Rainy: They won’t enter Dense vegetation.|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
177 |=Territorial|Dense vegetation|Inner Cave and High Ground|High Ground
178 |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2.
179 |=Alert|During Fog|During Fog|During Fog
180
181 === **1.3 -  Layer 3: Interaction Chains** ===
182
183 ===
184 (% 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.(%%) ===
185
186 ==== (% 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**(%%) ====
187
188 * (% 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**
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" %)Creatures' visual detection range will be 100 meters.
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" %)The audio detection range will be 50 meters.
191 * (% 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" %)**Low Visibility Weather (Fog/Desert Storm)**
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" %)Visual Detection will be 40 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" %)Audio Detection will be 70 meters.
194 ** Audio is muffled. The audio source is hard to identify, so predators will be able to easily lose prey's tracks.
195 * (% 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" %)**Bad Weather**
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" %)Visual detection range will be 60 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" %)The audio detection range will be 30 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" %)Most of the sounds will be muffled by rain interference.
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" %)Within 10 meters, a slight leaf crunch is audible.
200
201 ==== (% 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**(%%) ====
202
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 sunny weather, prey will spawn and will stay more dispersed
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 low-visibility and bad weather, they spawn and remain more clustered. Herd-like.
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" %)Some creatures will be designed as herds. (Will be specified later)
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" %)If herds or herd-like groups of creatures 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.
207
208 **1.3.3 - Scavenger Interaction**
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 low-visibility, scavengers will spawn near the carcass in 10 minutes.
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 bad, scavengers will spawn near the carcass in 12 minutes.
214
215 |Time|Kill Occurs
216 |Sunny Weather|5 mins: Scavenger arrives
217 |Low Visibility Weather|10 mins: Scavenger arrives
218 |Bad Weather|12 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" %) 70m
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" %) Muffled and 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|0.7x|70m|Muffled|Wide area search
287
288 ==== **1.4. - Environmental Disturbance Types** ====
289
290 * For this section, a new document, Event Manager System, will be created, and the link will be put up as soon as it is finished.
291
292 ----
293
294 == **2 - Teaching the System** ==
295
296 (% 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.
297
298 **Player Types**
299
300 * **Explorer**
301 ** Discovers through wandering
302 ** Needs environmental clues
303 * **Achievers**
304 ** Challengers are more beneficial
305 ** Needs quests
306 * **Socialisers**
307 ** Learns from the NPC
308 ** Benefits from community knowledge
309
310 === **2.1 - Learning Through Natural Gameplay Loop** ===
311
312 [[image:Screenshot 2025-12-16 230546.png||alt="Learning Through Natural Gameplay Loop"]]
313
314
315 === **2.2 - Creature Behaviour Complexity Progression** ===
316
317 * The difficulty of the creature complexity scale differs by layer.
318 * In each layer, new creature behaviour and mechanics are introduced. Additionally, every new layer will increase the difficulty.
319 * If the player returns to earlier layers, those areas will retain their difficulty levels, creating the feeling of character progression.
320
321 === **2.3 - Subtle Hints for the Player** ===
322
323 * There will be no traditional NPCs; players will not learn the lore directly.
324 * However, they will have the chance to interact with non-humanoid NPCs in the form of magical stones, spirit-like entities, and ambient presences, etc.
325 * Mastering these mechanics will be through environmental storytelling elements. Such as;
326 ** Ruined structures, wall markings, item or object placements, and environmental decay.
327
328 === **2.4 - Quest Design for Teaching** ===
329
330 (% style="line-height:1.38" %)
331 (% 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**
332
333 * (% 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.
334 * (% 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.
335 * (% 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
336 * (% 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.
337 * (% 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.
338
339 ====
340 **Main comment by Adam ** ====