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Tower defense

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--- Auto-Generated Description ---
This diagram represents a complex game simulation system focusing on resource management, combat mechanics, and progression through a series of waves of enemies. The system manages multiple types of resources, such as health ("Vie"), attack power ("Attaque"), the number of enemies per wave, enemy health, the wave number, and currency ("Argent"). It incorporates mechanisms for initiating attacks, enemy wave progression, calculating damage per second ("DPS"), and player currency management for purchasing upgrades or conducting transactions.

In detail, the diagram processes resources through various nodes, simulating attack phases against enemies, enemy wave management, and the player's currency accumulation. Sources generate new resources representing the initiation of new waves or the provision of actionable options to the player. Pools store and display the current state of significant game elements, like player health, number of enemies, and available currency. Converters and drains represent transactional activities, such as spending currency for upgrades or the depletion of enemy numbers as they are defeated. Registers perform calculations essential for game dynamics, like adjusting DPS based on the current attack power or determining the loot obtained from defeated enemies. The system also includes end conditions to trigger game over scenarios, for example, when the player's health reaches zero.

This simulation incorporates intervals and randomness to model variability in gameplay, including enemy spawning rates, attack success rates, and resource accumulation, ensuring a dynamic and unpredictable gaming experience. The comprehensive interplay between sources, pools, converters, drains, registers, and state connections meticulously orchestrates the critical aspects of game balance, resource management, and progression, providing a detailed framework for analyzing and fine-tuning the game's mechanics.

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Edited more than 1 year ago
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