Copy of Generic IdleGame Gameplay part 2 - Loot Template
About this model
This diagram models a complex loot generation and resource distribution system, designed to simulate the process of acquiring loot in a game and categorizing it based on rarity levels under varying conditions. At its core, the system is divided into several segments that handle different stages of loot generation, conversion, and distribution based on specific game scenarios such as winning or losing encounters.
Initially, sources generate loot at various probabilities, simulating the chance of finding loot upon winning or losing. These probabilities can adjust dynamically, indicating a flexible system that can represent different game difficulties or scenarios. Loot items are then processed through converters that assign them different rarity levels (e.g., common, rare, epic), represented by different colors. This sorting is influenced by game conditions set by registers calculating these based on player level, difficulty, or other modifiers. Additionally, the system adjusts the chance of obtaining various rarities based on these conditions, adding depth to the gameplay by affecting loot distribution according to the player's progress or the game's state. Gates within the system act to control the flow of resources based on various conditions, further emphasizing the dynamic nature of the loot generation process. This schematic thus provides a detailed blueprint for a loot system that can be tailored to reflect differing game design needs, ensuring variability and adaptability in loot generation and distribution.
"Copy of Generic IdleGame Gameplay part 2 - Loot Template" is a public Machinations diagram shared in the Community by Cc, with 178 components.
It was created in June 2025 and last edited in June 2025.
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.