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Intern vs. Boss types

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Stat scaling for the intern and different bosses in Clock Out!!
--- Auto-Generated Description ---
This Machinations diagram represents a complex game character development and interaction system, focusing on the dynamic progression of player and boss characters through various stat upgrades, including health, stamina, power, agility, and defense. Base stats for both player and boss characters, such as "Base Health," "Base Stamina," "Base Power," "Base Defense," and "Base Agility," are initially predefined. These stats are influenced by "Stat Upgrades" triggered by combinations of resources and conditions met through gameplay, reflected in labels like "Total Player Stat Upgrades" and "Total Boss Stat Upgrades."

The system employs Sources to initiate actions, such as the "Start New Round" source driving the gameplay loop, and Pools to store and represent the evolving states of character attributes. Converters labeled "New Upgrade" alongside deterministic and random Gates help simulate chances of achieving upgrades based on gameplay actions or events. Registers apply formulas to calculate new values for character stats, accommodating both linear and exponential growth models. This setup meticulously models an RPG or strategy game ecosystem where player actions and random in-game events can lead to a broad spectrum of outcomes in character evolution and interaction, emphasizing the effect of strategic decisions and luck on character development. The interplay of these elements provides a scaffold for analyzing the impact of game design choices on player experience and character progression.

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