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--- Auto-Generated Description ---
This diagram represents a gameplay mechanism where player actions lead to one of two outcomes: killing a monster to gain experience or looting the map to acquire materials. The actions of killing a monster and looting the map are designed to always occur in succession. Experience points (XP) gathered from killing monsters are subsequently converted into levels, signifying the player's progression. Moreover, the system includes mechanisms for automatic conversion and conditional triggers, notably converting accumulated experience into levels and using player actions to either loot or kill based on conditions met within the gameplay loop.

To facilitate this, the diagram utilizes a mix of source nodes, pools, converters, and gates. Sources generate player actions, which then travel through the system to pools designated for monster kills, material loots, experience, and levels. Converters are specifically used to transform accumulated experience into levels, marking the player's progression. Gates manage the distribution of actions, ensuring that the player alternates between killing monsters and looting maps as part of the gameplay loop. The overall design encapsulates a simplified model of player progression within a game, showcasing how actions taken by the player translate into tangible gains within the game's economy and progression system.

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Edited more than 1 year ago
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This diagram is a forked version, originally created by
student UBB
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