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Folded Level Design


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This diagram simulates a simplified heist mechanism, similar to a game system where players conduct operations to explore rooms, discover treasure, and manage the risk of losing their acquired goods. Initially, players begin the heist with a specific action node (Start Heist) that triggers the exploration process. As they explore, they face a series of decision points represented by gates, which determine whether they find a treasure room, successfully retrieve treasure, or encounter failure. Success in finding a treasure leads to attempts at securing the treasure, represented by moving resources to a pool that indicates possession of treasure, while failure cycles back to exploring more rooms or starting a new heist attempt.

The system incorporates randomness through dice-controlled gates, simulating the uncertain outcomes of exploring rooms and attempting to secure treasures. Additionally, the use of state connections indicates conditions for triggering these uncertain outcomes or activating different paths within the heist, like losing the treasure through a drain node once it's obtained, representing potential loss scenarios. The overarching goal is to move resources representing players successfully carrying the treasure to a "Win" pool, whereas failure leads to resources being cycled back to the start or losing the treasure. This design encapsulates the risk/reward dynamics of heist operations, emphasizing strategic decision-making under uncertainty.


Combatskillgameplaylevelgame designglossary
Edited more than 1 month ago

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