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Dynamic friction in tower defense games


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This diagram describes a resource management system within a game scenario, focusing on the balance between enemy waves, player life, money, and tower defense mechanisms. It involves the generation of "waves" and "enemies" from two separate sources, which are funneled into their respective pools. The "waves" directly influence the frequency of "enemy" generation through state connections, hinting at a mechanism where increasing wave levels escalate the challenge by spawning more enemies. Enemies, when processed (presumably defeated by the player's defenses), generate money, showcasing a feedback loop where players are incentivized to engage with and defeat incoming enemies to bolster their resources.

The money pool is a critical node in this system, as it is utilized to "purchase" or upgrade towers, strengthening the player's defense capabilities against future waves of enemies. This transaction is managed through converters indicating a rule-based exchange system, possibly reflecting the cost of tower upgrades or new tower placements. The system also includes a life pool, decrementing as the game progresses or as the player fails to manage the enemy waves effectively, integrated with a drain representing the loss conditions for the game. The presence of an end condition node triggered by the life pool reaching a critical threshold indicates a game-over scenario. This setup forms a cyclical economic and strategic gameplay loop where players must effectively manage resources, prioritize tower upgrades, and adapt to escalating challenges presented by the incoming waves of enemies to prolong gameplay and avoid the game over condition.


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Edited more than 1 year ago

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