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Generic IdleGame Gameplay part 2 - Loot Template

Hugues Pedreno

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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.

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