Souls-like Balancing

About this model

This diagram represents a complex role-playing game (RPG) leveling and progression system, focusing on experience points (XP) accumulation, player leveling, area progression, and time management. It simulates how players earn XP through defeating enemies and bosses, level up, and progress through different game areas, factoring in the possibility of player death and its impact on gameplay.

Sources provide XP from different activities, such as defeating regular enemies and bosses, and also denote progress into new game areas. Pools store accumulated XP, the player's current level and area, and track the time to finish an area, among other things. The system uses converters to represent leveling up, which requires accumulated XP and affects the player's level. Registers calculate dynamically changing values, such as XP per enemy based on the current game area and the chance of dying, which considers the player's level relative to the area difficulty and whether a boss is being fought. State connections reflect conditions and changes in the game state, such as level up requirements or if the player has died. Drain nodes are used to symbolize losing XP upon death or the passage of time within an area. The system intricately models how these elements interact over time, illustrating the complexity of game progression mechanics and providing insight into the balancing of player experience in a hypothetical RPG game environment.

"Souls-like Balancing" is a public Machinations diagram shared in the Community by Nicolás Munafó, with 60 components.

It was created in December 2023 and last edited in September 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.

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