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--- Auto-Generated Description ---
This diagram represents a basic running game model designed using the Machinations framework. The game's core mechanics involve a player character who accumulates distance traveled and coins collected as they navigate through various obstacles. The gameplay is divided into phases or "runs," with sources generating game elements like obstacles and coins based on the distance covered. Pools store and display the current status of different game aspects such as the total distance covered, difficulty factor, coins collected, and player crashes, which embody the game's current state and track the progression of these elements.

As the player progresses, obstacles are introduced at intervals, increasing the difficulty factor and influencing the chance of player crashes, which can end the run. The interaction between these elements is governed through resource connections, feeding into pools from sources, and state connections which modify behavior based on specific criteria like distance thresholds. The game model introduces complexity through mechanisms controlling the spawn rate of coins and obstacles, adjusted by the player's performance in terms of distance covered. This dynamic setup offers a simple yet versatile template for simulating a running game's economic and progression system, allowing for an intuitive visualization of how game mechanics interconnect and influence one another.


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