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Fog of War

Anıl Akhan

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This diagram models an attack decision system within a game environment, possibly inspired by mechanics found in strategy games such as Dota 2. It incorporates elements such as "Player," "Distance To Enemy," and the strategic concepts of "In Attack Range?," "Can Attack?," and "In Fog of War?," with the additional actions of "Get Closer" or "Attack." The system uses registers to calculate whether a player is within attack range and if an attack is possible based on the distance to the enemy and the fog of war conditions. If the player is in attack range and not obstructed by fog of war, the system allows an attack; otherwise, it prompts the player to move closer.

The flow of resources is managed through gates and pools, reflecting the decision-making process related to positioning and attacking in the game environment. The "Distance To Enemy" pool dynamically adjusts based on the actions taken, affecting the outcome of the calculations in the registers for "In Attack Range?" and "In Fog of War?" decisions. The interaction between these components showcases a system where player actions are analyzed against game conditions to determine the next best action, whether to close in on the enemy or to launch an attack, reflecting a layer of strategic depth in gameplay.

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Combatmechanicgameplaystrategygame designglossary
Edited more than 1 year ago
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