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Copy of Buffer Mechanic

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The player has a fixed time window to perform an action. The more precisely they time the action, the better their score.
--- Auto-Generated Description ---
This diagram models the scoring and timing mechanics commonly found in rhythm or timing-based games like Guitar Hero. In these games, players must hit notes with precise timing to score points, with different degrees of success based on how close to the perfect timing they are. The diagram has two main source nodes generating "Black" resources, which represent attempts to hit notes. These attempts are then evaluated and sorted into different categories based on their timing: early, late, or on time, with varying degrees of accuracy such as "Misses," "Ok," "Good," "Great," and "Perfect." 

The system uses pools to track each category of hits, with resources flowing from the sources to these pools based on the timing of the player's actions, determined by comparing the timing against pre-defined ranges like "early" (<50) or "late" (>50). Registers hold these ranges and calculate the type of hit based on the score's proximity to the ideal timing. State connections are employed to update the hit type register, which then dictates how resources (representing the player's attempts) are distributed to the relevant scoring category pools. This setup provides a dynamic model of how players’ performance in hitting notes affects their scores in rhythm games, reflecting different levels of accuracy and the impact on overall gameplay experience.

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Edited more than 1 year ago
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This diagram is a forked version, originally created by
Harry Ashton Machinations
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