Create a Machinations diagram...
About this model
Create a Machinations diagram for my game “Relic Awakening: Echo Bond” that strictly follows a standard university Machinations PowerPoint template.
IMPORTANT TEMPLATE RULES: - The diagram must look like it belongs inside a Machinations PowerPoint template page. - Use only standard Machinations-style elements: - Sources - Pools - Drains - Gates - Converters - Resource connectors - State changes / conditions where needed - Keep the layout clean and readable on an A4 page. - Use Arial font only. - Make sure all labels remain readable when the page is shrunk for submission. - The visual should feel like a proper systems diagram, not an infographic or concept art piece. - Prioritise clarity, logic, and internal game economy over decoration.
GAME: Title: Relic Awakening: Echo Bond Genre: dark top-down action RPG Core concept: The player explores ruins, fights enemies, and develops a bond with Echo, a shadow-AI relic companion. Echo grows based on player treatment, which affects combat, progression, routes, and endings.
GOAL OF THE DIAGRAM: Show the internal working systems of the game using Machinations logic. The diagram must clearly show: - player survival resources - Echo relationship variables - progression resources - system outputs - gates and feedback loops - how player actions affect Echo growth and long-term outcomes
STRUCTURE THE DIAGRAM INTO 4 MAIN ZONES:
1. PLAYER COMBAT / EXPLORATION INPUTS Include sources or input pools for: - Enemy Encounters - Exploration Rewards - Hidden Relic Rooms - Faction Quests - Memory Discoveries - Supportive Player Actions - Command-Heavy Player Actions - Corruption Exposure - Stabilisation Actions
2. CORE RESOURCES Create pools for: - Health - Stamina - Echo Energy - Relic Fragments - Upgrade Materials - Memory Fragments - Faction Reputation
3. ECHO BOND SYSTEM Create central pools for: - Trust - Autonomy - Obedience - Instability - Bond Level
These should be the centre of the diagram.
4. OUTPUTS / CONSEQUENCES Create pools or output nodes for: - Path Tendency - Skill Unlocks - Route Access - Ending Eligibility
CONNECTION LOGIC: Show resource flow using standard Machinations connectors.
Use these relationships: - Enemy Encounters and Exploration Rewards generate Relic Fragments and Upgrade Materials - Memory Discoveries generate Memory Fragments - Faction Quests generate Faction Reputation - Supportive Player Actions increase Trust - Command-Heavy Player Actions increase Obedience - Corruption Exposure increases Instability - Stabilisation Actions reduce Instability and may increase Trust - Bond Level grows through repeated interaction and major progression milestones
SHOW THESE CONVERSIONS: - Relic Fragments - Player / Echo Upgrades - Memory Fragments - Lore Progression / Echo Development - Faction Reputation - Quest / Route Access - Trust + Autonomy + Obedience + Instability - Path Tendency - Bond Level - Advanced Skill Unlocks and Ending Eligibility
SHOW THESE DRAINS: - Damage drains Health - Dodging / heavy movement drains Stamina - Echo abilities / Emerge mode drain Echo Energy - Instability can create negative pressure or risk on the system - Failure / death creates temporary loss or reset pressure
SHOW THESE GATES: - Threshold gate for Path Tendency - Threshold gate for Route Access - Threshold gate for Skill Unlocks - Threshold gate for Ending Eligibility - Story progression gates where relevant
SHOW THESE FEEDBACK LOOPS CLEARLY: 1. Exploration Progression Loop Explore - gain resources - upgrade - survive harder areas - gain better resources
2. Trust Synergy Loop Supportive behaviour - Trust rises - better Echo support - better survival - more success - more supportive behaviour
3. Command Reinforcement Loop Frequent commands - Obedience rises - faster command response - player relies more on commands - Obedience rises more
4. Instability Risk Loop Corruption / overload - Instability rises - short-term power increases - player is tempted to keep using it - Instability rises further - risk to route/endings
5. Autonomy Divergence Loop Allow Echo more freedom - Autonomy rises - Echo acts more independently - player experiences more adaptive support or less control - future playstyle shifts
VISUAL LAYOUT REQUIREMENTS: - Place the Echo Bond System in the centre - Put Player Combat / Exploration Inputs on the left - Put Core Resources below or left-middle - Put Outputs / Consequences on the right - Put gates between central variables and outputs - Use loop arrows carefully and keep them readable - Avoid visual clutter - Keep spacing even and professional
LABEL STYLE: - Use short, clear labels only - No long paragraphs - Use Arial font - Keep labels concise enough for an A4 diagram
DESIGN TONE: - Academic-professional - system-focused - readable - suitable for a university GDD - no fantasy illustration style - no decorative UI frame - should look like a real Machinations submission
FINAL OUTPUT: A complete Machinations diagram that can be recreated directly inside the provided PowerPoint template using standard symbols and connectors. Senior-designer note
For this template, do not try to make it cinematic. A strong submission here should look:
clean logical readable symbol-correct easy to follow in 10–20 seconds Best layout on the A4 page
Use this arrangement:
Left column: inputs and sources Middle-left: combat/progression resources Centre: Trust / Autonomy / Obedience / Instability / Bond Level Right column: Path Tendency / Skill Unlocks / Route Access / Ending Eligibility Bottom or curved arrows: feedback loops What to avoid long explanations inside the diagram too many colours tiny labels mixing UI mockup style with Machinations style decorative game art inside the diagram
"Create a Machinations diagram..." is a public Machinations diagram shared in the Community by Gj Df, with 49 components.
It was created in April 2026 and last edited in April 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.