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--- Auto-Generated Description ---
This diagram illustrates a complex resource management and progression system designed to emulate level progression and scoring in a game. The system integrates various game elements, including sources representing different levels (Level1, Level2, etc.) and the spawn of unique game items (fruits and collectibles such as Cherry, Strawberry, Orange, Apple, Melon, Galaxian Boss, Bell, and Key) tied to each game level. These game items are represented as resources that are spawned ('produced') from sources and are funneled through gates and pools to simulate the collection and scoring mechanics within the game context.

The core mechanism revolves around the automatic generation of resources from Source nodes, which then go through a series of transformations via Converters and Gates, are stored in Pools representing various game states (e.g., ScoreCounter, Level Tracker), and eventually lead to level progression or scoring based on the accumulation and specific conditions met within those pools. State Connections are utilized to determine transitions between levels and the spawning of specific resources based on the current game level, emulating the logic of level advancement and the appearance of specific items as the player progresses. End Conditions signal the completion of a game sequence or a return to an initial state, providing a way to loop or end the game simulation. The system's design allows for a dynamic representation of game progression, resource accumulation, and item spawn rates, with the potential for randomization and conditional logic to adjust game difficulty and complexity dynamically.

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