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Copy of Loot and Craft

Bogdan Florea

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--- Auto-Generated Description ---
This diagram models a game system centered around the generation, collection, and utilization of various resources to achieve objectives and procure items, with an emphasis on simulating an economy based on "Loot" acquisition and item crafting. At its core, the system employs "Loot" and "Action Generator" sources as the primary means for spawning resources that players can collect. These resources are then funneled through a "Rarity" gate which distinguishes between "Common" and "Rare" items based on predetermined probabilities, feeding into respective pools for storage. 

The notable part of the system lies in its crafting mechanism (represented by the "Craft" converter), which consumes resources from both "Common" and "Rare" pools to create new "Items". Additionally, the diagram reflects a mechanism for achieving milestones ("Achievement 1", "Achievement 2", "Achievement 3", and "Perfect Achievement") based on specific actions or criteria, such as accumulating certain items or reaching particular states, further delineated by resource connections and state conditions. This framework not only simulates the dynamics of resource acquisition and consumption but also incorporates a progression and reward system that could be adapted to various gameplay scenarios, enhancing player engagement through the achievement of goals and unlocking new rewards ("Unlock Reward 1").

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Handover from bogdan+test2@machinations.io
Edited more than 1 year ago
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