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Candy Crush - Sample
Nicolás Munafó
Edited 0 days ago
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Description
--- Auto-Generated Description--- This diagram models a gaming ecosystem involving player interactions with matches, lives, boosters, revenue, events, and the management of resources like gold bars. It simulates the consequences of gameplay decisions, such as the strategic use of boosters in difficult levels or the necessity to purchase additional lives or boosters under specific conditions. The system dynamically adjusts the level's difficulty based on several factors, including the player's current level, a random difficulty component for hard levels, and the assistance provided by boosters. Furthermore, it incorporates a financial aspect where players can spend USD for in-game bundles, influencing their stock of gold bars and boosters beside the lives they hold. Registers incorporate logic to evaluate when to buy boosters or lives, considering the player's current resources and the game's difficulty. Converters and pools interact to execute these decisions, affecting the player's assets and the game state, while drains symbolize the consumption of resources, and sources introduce new resources, simulating a comprehensive gaming experience with economic implications.
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