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Uneven design space

Cezar Cocias

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--- Auto-Generated Description ---
The diagram models a simplified combat system typically found in fighting games, focusing on the dynamic interactions between ground and air combat states, as well as the selection and execution of attack types such as high attacks, low attacks, blocks, and grabs. It starts with sources that activate actions, leading into pools representing the states "Ground" and "Air," which alternate based on player actions, such as jumping. In this model, being on the ground allows the player to choose between different types of attacks or defensive maneuvers while being in the air limits the player to a single type of aerial attack. This setup is used to demonstrate an asymmetric balance between ground and aerial combat, where ground actions possess a richer set of options.

The transition between these states is governed by gates that simulate the player's decision to jump, triggering a shift from ground to air combat. Resource connections facilitate the flow of actions from initiating an attack or defensive move to performing specific types of attacks, controlled through a mechanism that routes the action based on the current combat state (ground or air). The overall behavior suggests a strategic element where the player must decide between staying on the ground to take advantage of multiple attacks and defenses or jumping into the air, possibly to avoid attacks but at the cost of limited offensive capabilities. Additionally, the diagram features a textual note emphasizing the design space challenge in fighting games due to the uneven options available in ground versus aerial combat, inviting users to interact with the model to explore these dynamics.

Tags

Combatglossarygame designcontrolOptions
Edited more than 1 year ago
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