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Shared: Pac-Man (as seen in the book)
Mihai Gheza
Edited 1447 days ago
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--- Auto-Generated Description --- This diagram models a game economy and mechanics system, focusing on the flow and transformation of in-game resources linked to player actions and game events. It incorporates element interactions that can be found in arcade or action-based video games, utilizing sources, pools, converters, drains, gates, and state connections to simulate gameplay dynamics. The system features several resource pools, such as "Super Dots," "Power Up Time," "Ghost House," "Maze," "Points," "Dots," "Fruit," "Threat," and "Lives," which represent different game states or collectibles. Converters simulate in-game actions like eating dots, fruits, or super dots, which influence the game's score ("Points") or other gameplay elements. Drains and gates are used to model resource depletion and conditional gameplay mechanics, respectively. For instance, drains could represent losing lives or power-ups over time, while gates might control access to next levels or trigger in-game effects based on the game state. State connections modify the behavior or trigger effects based on game conditions, such as achieving a particular score or consuming specific items. End conditions denote achievements like completing a level or game over scenarios, indicating a player's progress or the need to restart. The dynamic interaction between these components outlines a complex system designed to engage players through varied tasks, rewards, and challenges, reflecting the core mechanics of many video games.
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