Community
Product
Solutions
Academia
Resources
Pricing
Company

Act as an expert Game...

Vofka main

About

Act as an expert Game Economist and Machinations.io Architect. I am building a custom Vampire Survivors-style mobile game in Unity. I need you to help me build a visual simulation of my game's core loop in Machinations.io so I can perfectly balance the Time-To-Kill (TTK) and the XP economy.

I am providing you with the exact mathematical data for Phase 1 (Wave 1) of my game below.

=== DATA BLOCK 1: THE THREAT (WAVES & ENEMIES) ===

Wave 1 Duration: 60 seconds

Spawn Rate: 3.5 enemies per second

Enemy Type: SmallBush

SmallBush Max HP: 12

SmallBush XP Drop: 1 XP per kill

=== DATA BLOCK 2: THE ECONOMY (XP SCALING) ===

Level 1 to 2 requires: 5 cumulative XP (5 kills)

Level 2 to 3 requires: 20 cumulative XP (20 total kills)

Level 3 to 4 requires: 45 cumulative XP (45 total kills)

=== DATA BLOCK 3: THE OUTPUT (HANDGUN MECHANICS) ===
My game does NOT use standard Cooldowns. The Handgun uses a custom Magazine logic. Here are its Level 1 Base Stats and how the math works:

Damage: 10 per bullet

Magazine Size: 8

Fire Rate: 0.7 seconds. (This is the delay between trigger pulls).

Base Reload Time: 3.0 seconds.

Cooldown Stat: 0.5. (This is a multiplier. The formula for actual reload time is: Base Reload Time * (Cooldown Stat / 1.0). Therefore, the Handgun takes exactly 1.5 seconds to reload).

Burst Logic: The gun fires 1 bullet, waits 0.7s (Fire Rate), fires the next, until the magazine (8) is empty. It then waits 1.5s (Reload) before it can fire again.

Your Goal:
Please provide the step-by-step logic, exact node types, and formulas to build the Phase 1 Baseline diagram in Machinations:

Step 1: The Threat (Enemy Spawner)

Create a Source node representing the 3.5/sec spawn rate.

Route this into an "Enemy Health Pool" based on the SmallBush Max HP (12).

Step 2: The Output (Player DPS)

Create a system representing the Handgun.

System Logic: Translate the Handgun's custom Magazine (8 shots), Fire Rate delay (0.7s), and Reload downtime (1.5s) into a steady DPS formula that drains the "Enemy Health Pool" by 10 damage per bullet.

Step 3: The Economy (The Reward)

When the "Enemy Health Pool" drains by exactly 12 (1 SmallBush), trigger a Resource drop into an "XP Pool" (1 XP).

Create a Level Up trigger (Gate/Drain) that checks the "XP Pool" against the dynamic Level Up requirements from Data Block 2.

Output Request:

Detail the exact nodes (Source, Pool, Drain, Gate, Converter) and connections I need to draw on the Machinations canvas to simulate this 60-second wave.

Provide the mathematical formulas I need to put on the resource connections to properly simulate the Handgun's reload cycle.

Run the math: Tell me exactly how many seconds it will take the player to reach Level 2 (5 XP) in this simulation if the Handgun is firing perfectly on cooldown against a 3.5/sec spawn rate.

Tags

This diagram doesn’t have any tags yet
Edited 8 days ago
0
8

Enjoying what you see?
Show your appreciation by saving it with a click!

Be the first to this diagram

More from Vofka main