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Copy of Mechanical Balancing Framework

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--- Auto-Generated Description ---
This diagram models a turn-based combat system between a player and a boss, highlighting resource management and cooldown mechanisms as essential elements of gameplay balance. At its core, the system alternates between the player's and the boss's turns, utilizing a variety of attacks, special skills, and healing actions, each with its own restrictions and effects. Resources in the form of damage and healing points are generated by specific actions and directed towards modifying the health points (HP) of the player and the boss. Special attacks and healing have cooldown periods, represented by delays within the diagram, to prevent their immediate reuse, thereby adding strategic depth to the combat. Additionally, the diagram includes conditions that trigger the end of the encounter, such as when the HP of the player or boss drops to zero, emphasizing the importance of resource management and strategy in achieving victory or facing defeat. Overall, the system encapsulates the balance and dynamics of turn-based combat by carefully managing the flow of resources, the timing of special abilities, and the strategic exchange between offense and defense.

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Edited more than 1 month ago
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This diagram is a forked version, originally created by
Nicolás Alejandro Munafó Machinations
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