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Copy of Game: Tap Titans 2
Mihai Gheza
Edited 1439 days ago
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--- Auto-Generated Description--- This diagram represents a simulation of a game economy and progress system tailored to a tapping game mechanism. In this system, players can engage in battles against enemies, gather coins as rewards for defeating these enemies, and subsequently use these coins to enhance their capabilities or unlock additional gameplay features. A key component of this simulation is the "Current Level" pool which tracks the player's progression through the game levels. The "Enemy HP" pool, which decreases as players inflict damage, represents the health of the current adversary. Upon defeating an enemy, coins are generated from a "Source" node and accumulated in the "Player Coin Balance" pool, which can then be used to purchase upgrades or increase damage output, as facilitated by a "Converter" node labeled "Upgrade". Moreover, the diagram features a dynamic health calculation for enemies based on the current game level, utilizing a "Register" node to apply a formula reminiscent of mechanics found in actual games. An innovative element is the inclusion of an "On-Off Switch", which simulates the spawning of enemies and the acquisition of coins in a cyclical nature emblematic of tapping games. Essential to this cyclic interaction are "Gate" nodes, which control the flow based on the game's state, such as whether an enemy is alive or not. A "Drain" node represents the damage inflicted upon enemies, depleting their HP until their defeat, thereby triggering the cycle anew. The game simulation encapsulates a gradual escalation in difficulty and the requirement for strategic resource allocation, providing insights into the underlying mechanics that can influence player engagement and retention. --- Auto-Generated Description --- This diagram models a game system where players can progress through levels, defeat enemies to earn coins, and upgrade their capabilities. The primary components of this system include Pools for tracking current levels, enemy health points (HP), player coin balance, tap damage, and total levels. A key feature of this system is the conversion of defeating enemies into earning coins, which can be used to upgrade the player's damage output. The interaction between nodes is set up to simulate combat mechanics and progression within the game. An enemy's HP decreases due to player attacks, which is represented by a Drain node receiving resources from the enemy HP Pool. When an enemy's HP reaches zero, coins are generated (simulating an enemy defeat), which can then be spent on upgrades to increase the player's tap damage. This creates a feedback loop where defeating enemies strengthens the player, enabling them to tackle tougher challenges and progress further. Total levels act as milestones or stages in player progression, with the possibility of ending the game session (prestige) based on reaching a certain level or condition, adding a strategic element to timing upgrades and resource management.
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