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--- Auto-Generated Description --- This diagram models a turn-based combat and movement system, specifically focused on player interactions within a combat scenario. In this system, a player is given the choice to move forwards or backwards and to attack an enemy when in range. The "Distance to enemy" pool indicates how far the player is from the enemy, and this value can increase or decrease based on player actions, determined by interactive gates for moving forwards or backwards. The "Enemy HP" pool represents the health points of the enemy, which decreases based on player attacks. Players can switch between moving and hitting, showcasing a tactical choice where positioning and choosing when to strike are pivotal to gameplay. Actions such as moving forward, hitting the enemy, or moving backward are executed through interactive gates that modify the state of the game based on the player's choices. The mechanics include a resource generation and consumption system where the movement actions consume movement points from a "Move" pool, and successful hits on the enemy are determined by whether the player is within a specific distance range to the enemy. The enemy's hit points are reduced through a connection that simulates attack damage with a formula incorporating randomness, reflecting the variable nature of combat encounters. This system allows for a dynamic combat experience where strategic decision-making regarding positioning and the timing of attacks directly influences the outcome of each encounter.