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Punishment - Dark Souls 3

Nicolás Munafó

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This diagram models a system inspired by mechanics found in "Soulslike" video games, focusing on the collection, loss, and potential recovery of "souls" as a form of currency or experience points that affect player progression. Within this system, a Source node labeled "Gather Souls" generates resources termed as "souls," which are then accumulated in a Pool node named "Souls." The player's level is represented by another Pool node, with resources from "Souls" potentially converted through a "Level Up" Converter based on a complex formula reflecting the difficulty of leveling up as the player progresses. The diagram incorporates mechanisms for the loss of souls upon the player's fictional death, with souls moving to a "Lost Souls" pool, and introduces a chance-based recovery system where a Gate node and associated State connections determine the percentage likelihood of recovering these lost souls, illustrating the risk-reward dynamic pivotal to the Soulslike genre experience.

Moreover, the system intricately models the consequences of player failure through "You Died" Gates, where all collected souls can be transferred to "Lost Souls," emphasizing the high stakes and penalizing nature of death within the game. The possibility of retrieving these lost souls through another chance-driven Gate node "Recover Lost Souls" adds a layer of strategic recovery, simulating the tension of trying to reclaim lost progress. The inclusion of Registers to calculate "Souls required to level up" and "Souls collected per level" based on the player's current level injects a dynamic scaling difficulty and rewards system, further aligning with the Soulslike thematic elements of growth, challenge, and perseverance.

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Edited more than 1 year ago
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