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Design Resource Flow

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Your first Machinations diagram
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This diagram models a complex game economy and crafting system centered around resource management and player interaction, specifically within an environment featuring enemies, foraging, and an elaborate crafting and improvement mechanism for weapons, armor, and other items. Resources such as Blood, Bones, and Plants, sourced from game activities like combating Enemies and Foraging, flow through a series of pools and gates under various conditions. These resources can then be crafted into different tiers of weapons and armor (Epic, Rare, and Legendary) or used in other ways, such as improving abilities or for transactions in a Shop.

The system includes mechanisms for player decision-making, evident in several nodes designated for "Player choice," which influence the flow of resources towards crafting or shopping, as well as determining the kind of items to be crafted or actions to be performed, like Imbuition, Sacrifice, Tinkering, and Advanced Tinkering. The interplay of resources, such as the transformation of Blood and Bones into various game utilities and the upgrading of items, forms a dynamic economy. Converters play a crucial role in this, allowing players to transmute collected resources into more valuable assets or consumables within the game, while Drains represent endpoints for resource utilization, reflecting consumptive actions like improving abilities or other unspecified in-game activities.

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