Copy of Souls-like Balancing
About this model
The diagram models the progression system of a video game where players earn experience points (XP) by defeating enemies and bosses to level up and advance to new areas. Players start with an initial level and gain XP by defeating regular enemies and bosses, each providing a different amount of XP. The XP per enemy and boss scales with the player's advancement through different areas, increasing the challenge and the rewards. Additionally, there's a mechanic for players to level up, which likely requires a certain amount of XP, affecting the player's level and potentially other aspects such as the level cost.
Furthermore, the system simulates player death and its consequences, including the possibility of losing XP upon dying. It also tracks the total playtime and includes mechanisms to determine when a player is fighting a boss, potentially based on the time to finish an area and specific conditions such as the player's level relative to the area's difficulty. A unique aspect of this game model is the dynamic calculation of the chance of dying, which factors in the player's level, the current area, and whether a boss fight is occurring. The progression through areas and the impact of bosses on the player's journey are critical elements, emphasizing strategic decision-making and skill progression. Additionally, there's a focus on monitoring playtime, suggesting an interest in how long players engage with the game, with a specific mechanism converting playtime into hours for further analysis or display.
"Copy of Souls-like Balancing" is a public Machinations diagram shared in the Community by Anton Kraminkin, with 60 components.
It was created in April 2024 and last edited in April 2024.
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.