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Machinations Exercise - Mihai

Mihai Uritescu

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The diagram outlines a gaming mechanics system focusing on player actions that result in gaining experience, leveling up, and acquiring materials through the acts of killing monsters and looting maps. The system utilizes various nodes such as sources, pools, gates, a converter, and state connections to simulate a player's journey within a game environment. 

At the heart of the diagram are the sources that initiate player actions, which then lead to the pool nodes representing the outcomes of these actions - "Kill monster" and "Loot map". These outcomes are differentiated by resource connections that have formulas determining the flow of resources - for instance, experience points and materials. The experience gained from killing monsters is processed through a converter to increase the player’s level. This simulation allows for the dynamic flow of resources (experience and materials) and their accumulation over time. Additionally, the inclusion of gate and state connections offers further control over the resource distribution, enabling more complex interactions such as conditions upon which resources are distributed or states are changed within the game's mechanics. The system is designed to showcase how variations in the game's rules or player's choices can lead to different outcomes, demonstrated by the suggested modifications aiming for specific resource targets within the diagram's operation.

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Edited 17 days ago
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