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Fall Guys - Match + Reward System

Davi Baptista

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Ensinando e fazendo exercícios
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This diagram models the progression and obstacles encountered across three virtual worlds in a game, integrating elements of chance, rewards, and token economies. Each "world" involves a sequence of obstacles, denoted as "Obstáculo 1" and "Obstáculo 2", that players must navigate. As players engage with these obstacles, resources (represented as black tokens) are transferred through a network of pools and gates which simulate the challenges and outcomes (e.g., "Falha" for failure states, and "Fim Mundo" for successfully completing a world). 

The diagram incorporates elements of randomness tied to both the navigation of obstacles and the rewards system, leveraging dice-based gates to determine the flow of resources, which metaphorically represent the players' progression and actions within the game. Additionally, there is a "Lootbox" mechanism designed to distribute game skins ("Skin Rara", "Skin Regular 1", "Skin Regular 2") based on certain probability distributions, reflecting a common game monetization strategy. A unique feature is the inclusion of a register node ("Moedas"), suggesting a currency or points system where players accumulate 'coins' based on in-game achievements or milestones, potentially influencing the game's economy or player's purchasing power within the game infrastructure. This comprehensive setup illustrates a complex game model that balances player progression, challenges, and reward systems nuanced by elements of chance and strategy.

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Edited more than 1 year ago
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