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This diagram models a complex game mechanics system where players can manage and upgrade various generators (Explosion, Cars, and Chopters Generators) and their corresponding minions (Explosion, Cars, and Chopters Minions), complete missions, and craft film reels. The model incorporates a variety of nodes that produce, store, convert, and consume resources to simulate the economic and progression aspects of a game. Players start with a certain amount of resources dedicated to each mission and can invest these resources into upgrading generators and minions, which in turn can increase the production of explosions, cars, and chopters. 

The system makes use of registers to compute level up costs based on current levels, and converters to manage the upgrading of generators and minions. The crafting of film reels, a critical game mechanic, relies on contributions from all three types of produced goods (explosions, cars, and chopters) and involves a delay mechanism to simulate the production time. Resource and state connections facilitate the flow and management of resources, level progression, and the execution of missions. Conditional triggers and modifications are employed to adapt the flow of resources based on the system's state, such as increasing resource output upon completing certain actions. This model offers a comprehensive framework for understanding the interconnected systems of resource management, progression, and strategy within a game.

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