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--- Auto-Generated Description --- This diagram represents a reward and achievement tracking system within a game or application. It outlines how actions performed by the users (or in-game characters) accumulate and trigger specific achievements. An "Action Generator" node simulates the actions being taken, which then feed into various pools controlling different achievements ("Achievement 1", "Achievement 2", "Achievement 3", etc.) based on specific criteria defined in connected registers ("Requirement" nodes). Achievements, once unlocked, lead to the unlocking of rewards ("Unlock Reward 1" node), and further actions can contribute to unlocking more complex achievements like "Perfect Achievement", which requires a set of predefined conditions met across all basic achievements. The system operates on a principle of resource flow from the action generation point towards the achievement nodes, symbolized by the black resources. As actions occur, they incrementally fill the pools associated with each achievement according to predefined criteria (e.g., a certain number of actions). Once these criteria are met—an action being equivalent to achieving a certain milestone—the corresponding achievements are unlocked. Registers with formulas evaluate the state of each achievement, enabling the transition of resources towards unlocking rewards. This setup provides a dynamic framework for managing game achievements and rewards, tailoring player experience to their progression and interactions within the game environment.