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--- Auto-Generated Description ---
This diagram represents a simplified game mechanism where players navigate challenges to progress through levels, reflecting a scenario reminiscent of games like Duke Nukem. In this setup, the player starts with an initial condition (Start), and must acquire a key (Get Key) to unlock a door (Locked Door), thereby facilitating progression to the next stage (Progress). The mechanics involve automatic gates that randomly determine whether the player moves towards obtaining the key or unlocking the door directly, thereby introducing variability in gameplay. 

Additionally, certain conditions must be met to activate connections and trigger advancements, such as having the key to unlock the door. There's also a mechanism to return to the start if specific requirements are met, suggesting a fail state where players need to retry from the beginning. A converter node is included, likely representing a transformation or achievement that affects progress. Descriptive text within the diagram ties the mechanism to the thematic element of needing a key to unlock new challenges, mirroring classic video game structures where item acquisition is pivotal to advancing through the game's levels.

Tags

puzzlelevelprogressiongame designglossary
Edited more than 1 month ago
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