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Copy of Games: Super Mario Bros 1 - Score Calculation - Automated
Kapas Istvan
Edited NaN days ago
Open
3
Description
--- Auto-Generated Description--- This diagram models a game progression system, incorporating various elements that players encounter in a level-based game. Starting with resource generation from multiple sources, it intricately simulates actions such as defeating enemies, collecting items, breaking objects, progressing through levels, and managing time constraints. Three distinct sources generate events or actions like "Level Progress," "Flag Jump," and general actions captured by "Action" gates, which in turn engage converters and other game mechanisms to simulate game dynamics. Central to the diagram are pools labeled with game elements like "Goomba," "Koopa Troopa," "Collect Coins," and "Time," serving as repositories for accumulating resources reflecting player interactions within the game world. These pools are linked to converters, drains, and gates that mimic actions such as enemy defeats, item collection, and level progression, displaying a complex interaction leading to varying outcomes based on player actions. Registers calculate points based on the accumulated resources, encompassing "Coin Points," "Brick Points," "Monster Points," and "Time Points," culminating in a "Total Score" reflecting the player's performance. The end condition, labeled "Level Finished," likely triggers upon fulfillment of certain criteria, marking the level's completion. This model provides a holistic view of a game's internal economy and progression mechanics, translating player actions into quantifiable outcomes that could serve for balancing gameplay or enhancing player engagement. --- Auto-Generated Description --- This diagram simulates a level progression and scoring mechanism similar to that found in a traditional platformer video game, specifically integrating aspects reminiscent of classic Mario-style gameplay. In this system, players interact with various game elements like enemies (Goomba, Koopa Troopa, and Koopa Paratroopa), collectibles (coins), and obstacles (bricks), each represented by pools that accumulate resources. These interactions are governed by sources generating resources at different intervals, which then flow through gates and converters simulating game actions such as killing enemies, collecting coins, and breaking bricks. Resources from these interactions can be converted into score points through registers that calculate points based on the number of enemies defeated, bricks broken, and coins collected, as well as the time remaining at level completion. The diagram includes a dynamic component for level progression, represented by a pool labeled "Level Progress" that receives resources over time, influencing the player's progress through the level. Additionally, a special "Time" pool is decremented to simulate the passage of time within a level, with resources from this pool being transferred to another pool at the end of the level to calculate bonus points based on time left. The total score is computed by aggregating points from all activities within the level, including defeating enemies, collecting coins, breaking bricks, and any remaining time. This comprehensive score is then potentially used to trigger a level completion condition, suggesting that the diagram not only tracks moment-to-moment gameplay elements but also governs the conditions for level advancement.
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