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Cups Generation

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--- Auto-Generated Description ---
This diagram represents a simulated item generation and upgrading system commonly found in games. At the start, items are generated from a Source node labeled "Cup" that represents the initial generation point for all items. These generated items then go through a Gate labeled "Rarity", which assigns different rarity levels to items (Level 1 to Level 6) based on predefined probabilities. Items proceed to accumulate in associated Pool nodes for each level, representing the current inventory of items at each rarity level.

The process of upgrading items is facilitated through Converter nodes, which allow items of a certain level to be merged into the next higher level, simulating a common game mechanic of item enhancement. Each Converter node requires a specific interaction to trigger the upgrade process. This upgradation system is designed to simulate player decisions and actions in regards to item management. Additionally, a Pool node without a specified value is present to track an unspecified resource or mechanic, possibly representing currency or energy consumed in the item generation or merging process. The diagram's design incorporates resource flow management and strategic decision-making around item upgradation, reflecting the dynamics of resource allocation and enhancement in game development.

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