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This diagram represents a dynamic simulation of a running game model, incorporating various gameplay mechanics and obstacles to challenge the player. The system utilizes several pools to track different aspects of the game, such as Distance, Difficulty Factor, Coins, and Player Crashes. Multiple sources automatically generate resources that contribute to these pools, mimicking the player’s progress, the accrual of in-game currency, and the introduction of obstacles as the game progresses. Some sources are activated conditionally, depending on the game state, such as distance covered or whether the difficulty level rises, thereby affecting the number of coins collected or the probability of encountering obstacles that may end the run.

Resource and state connections interlink these components, with specific conditions or intervals triggering changes in the game's state, like increasing the number of coins collected based on the distance covered. Gates are used to simulate the chance of errors or player crashes, introducing a layer of unpredictability and challenge to the game. These crashes can potentially end the run, as dictated by the End Conditions that are activated when certain criteria are met. Overall, the diagram models the flow of a running game, where the player must navigate through increasing difficulty while collecting coins and avoiding crashes, illustrating the interconnected nature of game mechanics and player progression.

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