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This diagram models a system for managing energy and actions within a game context, focused on the cycle of energy regeneration and consumption over time. It incorporates mechanisms for tracking the "Time of day" and "Current energy" levels of a player, with resources flowing between sources, pools, and drains to simulate this daily cycle and energy usage. The energy level of a player increases gradually, represented by a source node that replenishes energy to a maximum capacity. Actions that consume energy are modeled as drains, which deplete the energy pool based on certain criteria, such as performing a game action which is triggered by a specific amount of energy. The system is designed to restore the player's full energy at the start of a new day, indicated by the time of day reaching a threshold, which triggers the energy replenishment. Gates and state connections implement conditional flows and actions, such as the automatic restoration of energy or the consumption of energy when performing an action, based on the game's internal clock and the player's current energy levels. The overall behavior captures a dynamic interplay between time progression, energy management, and action execution, reflecting scenarios where players must manage their energy wisely to perform actions within the game.

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glossarygame economygameplaycore loopprogression
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