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Hollow Knight
Nicolás Munafó
Edited 8 days ago
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--- Auto-Generated Description --- This diagram simulates a game economy and combat system titled "Loot and Craft - Upgrade" and "Combat". In the "Loot and Craft - Upgrade" section, players can collect resources named "Geo" from sources such as defeating enemies and collectibles throughout the game. These resources can be used to upgrade items, specifically a "Nail Level," or to acquire new items and tools necessary for progression. The model outlines the mechanics for upgrading items, such as the nail, through a converter node that requires specific resources ("Pale Ore") and the crafting of tools essential for further gameplay. Resources flow between pools through resource connections with formulas determining quantities like random amounts or all available resources, emphasizing the variable nature of resource collection and usage. In the "Combat" section, a detailed battle simulation occurs, including mechanics for boss fights. Players can heal and deal damage to opponents, including bosses, with health pools illustrated in the diagram. The combat system employs a mix of sources for generating actions (like "Heal") and converters for executing actions (e.g., dealing damage to an enemy). The simulation accounts for randomness in damage dealt through dice rolls and conditional elements enhancing the gameplay dynamics, such as increasing boss difficulty and the nail's upgrade level affecting damage output. State connections modify the game state based on certain triggers or conditions, like enhancing player abilities or boss reactions to player actions. Notably, the system contains end conditions indicating the win or loss scenarios, determined by the health pools of the player and boss reaching zero.
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