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Shared: Subsystems
Mihai Gheza
Edited 1439 days ago
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--- Auto-Generated Description --- This diagram represents a multifaceted simulation of a game economy and mechanics, incorporating elements of combat, daily rewards, quests, building, and resource management. In the combat segment, players engage monsters, where each action reduces the durability of their weapon and monster's health. Successful defeat of a monster rewards the player with gold, with an underlying system for weapon repair and a condition for weapon breakage if durability reaches zero. The diagram includes a daily login rewards system, rewarding players for consecutive logins with various in-game items or bonuses aimed to encourage regular engagement. Additionally, it visualizes a quest system where players can accept quests, which must be completed within certain parameters to earn rewards such as experience points and gold, potentially affecting the player's total resources and experience. The building segment outlines the conversion of resources like gold, timber, and units into various structures (mill, tower, archer, etc.) contributing to gameplay advancement. Overall, this diagram intricately weaves a complex network of game mechanisms that collectively simulate an engaging game economy, balancing resource management, player progression, and gameplay incentives.
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