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Souls-like Balancing
Nicolás Munafó
Edited 111 days ago
Open
7
Description
--- Auto-Generated Description--- The diagram models the progression system of a video game where players earn experience points (XP) by defeating enemies and bosses to level up and advance to new areas. Players start with an initial level and gain XP by defeating regular enemies and bosses, each providing a different amount of XP. The XP per enemy and boss scales with the player's advancement through different areas, increasing the challenge and the rewards. Additionally, there's a mechanic for players to level up, which likely requires a certain amount of XP, affecting the player's level and potentially other aspects such as the level cost. Furthermore, the system simulates player death and its consequences, including the possibility of losing XP upon dying. It also tracks the total playtime and includes mechanisms to determine when a player is fighting a boss, potentially based on the time to finish an area and specific conditions such as the player's level relative to the area's difficulty. A unique aspect of this game model is the dynamic calculation of the chance of dying, which factors in the player's level, the current area, and whether a boss fight is occurring. The progression through areas and the impact of bosses on the player's journey are critical elements, emphasizing strategic decision-making and skill progression. Additionally, there's a focus on monitoring playtime, suggesting an interest in how long players engage with the game, with a specific mechanism converting playtime into hours for further analysis or display. --- Auto-Generated Description --- This diagram represents a complex role-playing game (RPG) leveling and progression system, focusing on experience points (XP) accumulation, player leveling, area progression, and time management. It simulates how players earn XP through defeating enemies and bosses, level up, and progress through different game areas, factoring in the possibility of player death and its impact on gameplay. Sources provide XP from different activities, such as defeating regular enemies and bosses, and also denote progress into new game areas. Pools store accumulated XP, the player's current level and area, and track the time to finish an area, among other things. The system uses converters to represent leveling up, which requires accumulated XP and affects the player's level. Registers calculate dynamically changing values, such as XP per enemy based on the current game area and the chance of dying, which considers the player's level relative to the area difficulty and whether a boss is being fought. State connections reflect conditions and changes in the game state, such as level up requirements or if the player has died. Drain nodes are used to symbolize losing XP upon death or the passage of time within an area. The system intricately models how these elements interact over time, illustrating the complexity of game progression mechanics and providing insight into the balancing of player experience in a hypothetical RPG game environment.
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