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Create a game economy...

Lucie

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Create a game economy simulation diagram for a 30-day progression loop with the following nodes and logic:

1. Sources (Inputs):
- Create a Source named "Daily_Base_Income" producing 5 Tokens per interval.
- Create a Source named "Rewarded_Ads" producing 1 Token per interval, connected to a Pool named "Ad_Cap" with a maximum capacity of 3.
- Create a Source named "Shard_Generation" that pushes 3 Shards per interval into a Pool named "Shard_Inventory".

2. Repositories (Pools):
- Create a Pool named "Token_Wallet" to accumulate Tokens from "Daily_Base_Income" and "Rewarded_Ads".
- Create a Pool named "Shard_Inventory" to accumulate Shards.
- Create a Pool named "Upgrade_Queue" to track items ready for upgrade but blocked by Token scarcity.

3. Core Logic & Upgrades (Converters & Gates):
- Create a Converter named "Uncommon_Upgrade". It requires 10 Tokens from "Token_Wallet" and 10 Shards from "Shard_Inventory" to produce 1 "Uncommon_Item" in a new Pool.
- Create a Converter named "Rare_Upgrade". It requires 40 Tokens (4x scaling multiplier) from "Token_Wallet" and 10 Shards from "Shard_Inventory" to produce 1 "Rare_Item".

4. Friction & Conditions:
- Connect "Shard_Inventory" to "Upgrade_Queue" using a state connection. If "Shard_Inventory" has enough shards for 3 items but "Token_Wallet" has < 40 Tokens, trigger a transfer of 3.1 tokens into "Upgrade_Queue".
- Add an End Condition node connected to "Upgrade_Queue". If "Upgrade_Queue" value is >= 3, trigger a state named "Player_Frustration_Wall".

Layout this diagram horizontally from left (Sources) to right (Upgrades and End Conditions).

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Edited 17 days ago
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