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Negative Feedback - Mortal Kombat 9

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--- Auto-Generated Description ---
This diagram represents a dynamic combat system inspired by "Mortal Kombat 9," focusing on the interplay between players' actions, special moves, and the strategic management of a Super Meter. In this system, players generate resources through various actions, such as attacking opponents and receiving attacks, which are then channeled into different pools representing potential actions (e.g., basic attacks, special moves) and outcomes (e.g., an attack landing, being blocked, or missing). These pools interact with gates that simulate the decision-making process during combat, incorporating elements of chance to determine the results of actions, which can then feed back into the system to influence subsequent choices and strategies.

Key to this model is the Super Meter, which is central to the player's ability to execute powerful moves. The meter fills up through combat interactions, including taking damage, which introduces a tactical depth to the game by providing a comeback mechanism. Players must decide how to allocate their accumulated resources across a spectrum of offensive and defensive options — using the Super Meter for enhanced special moves, breakers to escape combos, or saving for a devastating X-Ray attack. This simulated economy encapsulates the strategic layer of fighting games, where resource management and timing play critical roles in achieving victory. The system's complexity is further enriched by converters and registers that calculate the effects of various actions and strategies, simulating the continuous flow and interplay of advantages between opponents in a nuanced combat scenario.

Tags

glossaryCombatgame designgame economygameplaystrategy
Edited more than 1 year ago
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