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--- Auto-Generated Description ---
This diagram models a simplified in-game economy and combat rewards system, focusing on the interactions between player actions, minion and champion dynamics, and gold acquisition. The system starts with actions that spawn resources, represented by minion generation and gold generation sources. Minions are divided into two types, melee and caster, each contributing differently to the player's gold pool when defeated. Additionally, the system includes a mechanic for killing champions, which also results in gold but follows a probabilistic distribution determined by gates.

The diagram operates on a cycle where the player's actions against minions and champions result in gold accumulation, with separate pools tracking the results of these actions. Gold generation is a continuous process, influenced by the player's successes in defeating minions and champions. Gates play a crucial role in determining the outcome of combat with minions, with resource connections simulating the flow of rewards. The dynamic nature of the system is further exemplified by state connections that potentially alter the spawning rates or behaviors based on player performance. Overall, the diagram provides a basic yet comprehensive model for understanding how players can influence and be rewarded within a game's economy through their combat achievements.

Tags

progressiongame economymechanicglossaryCombatgameplay
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