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Copy of Games: Pac-Man (as seen in the book) - Interactive diagram

Kapas Istvan

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--- Auto-Generated Description ---
The diagram models a game mechanics system resembling that of classic arcade games. This system integrates various elements such as player lives, scoring points, consuming resources (dots, super dots, and fruits), evading ghosts, and level completion. It simulates an environment where resources are generated, consumed, and transformed. For example, eating dots and fruits increases points, whereas consuming super dots might trigger a mode that allows eating ghosts for extra points. The presence of drains indicates points or resources can be lost or consumed, for example, when a player gets caught by a ghost or a certain mode times out. Gates and state connections are used to modify the game state based on certain conditions, like activating ghost-eating mode when a super dot is consumed.

Moreover, the system includes end conditions to signify the completion of a level, potentially based on eating all dots or achieving a certain score. Sources generate continuous supplies of entities like dots, simulating the game's progression. Converters represent transformation actions like consuming various game elements for points or power benefits. The intricate mix of pools, gateways, and state connections illustrates the dynamic progression system within the game, including the accumulation of points, consumption of in-game resources, and the impact of player actions on the game state, such as defeating ghosts or losing lives.

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This diagram is a forked version, originally created by
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