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Shared: Hunter Assassin hyper casual game

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This diagram represents an economic and progression model for a game system, likely an action or adventure game, with mechanisms for player advancement, resource accumulation, and success/failure outcomes based on player actions and skill levels. At its core, the system simulates the player's journey through levels of the game, tracking successes and failures, level completions, and the accumulation of gems as a form of in-game currency. Sources generate in-game events like quests completions and watching advertisements, contributing to the players' pool of gems.

Players progress through levels, indicated by the "Level counter" pool, and each attempt at a mission has two possible outcomes: success or failure, handled by respective pools and gates orchestrating the distribution of resources based on the player's actions and an element of randomness. Gems are accumulated through various means including successful level completions, killing enemies, completing quests, and watching advertisements. These gems are stored in pools representing the players' total gem count, which can be used within the game's economy for upgrades or other benefits. Registers and converters within the system utilize player skill and other variables to influence outcomes, adding depth to the gameplay mechanics by allowing for player performance and decision-making to directly affect the game's progression and resource distribution. This creates a dynamic system where player skill, strategy, and resource management are key to advancing and thriving within the game's ecosystem.

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