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Run-and-gun

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--- Auto-Generated Description ---
This diagram models a game scenario where interactions between player actions, such as shooting and running, and outcomes like hitting or missing a target, are mapped out in detail. The system is built around core nodes representing actions and outcomes – "Run", "Gun", "Hit", "Miss", alongside source nodes for "Enemy shots" and "Player shots", which generate resources representing the attempts or attacks made by the entities in the game. Gates with dice distribution modes randomly determine the success of these attempts, leading to either hits or misses. This random determination is facilitated by resource connections specifying a 50% chance for resources to flow towards "Hit" or "Miss" pools for both player and enemy engagements.

Additionally, the system incorporates mechanisms to simulate the trade-offs between mobility and accuracy through state connections that adjust hit and miss probabilities based on whether the player is moving (running) or stationary (gunning). Resources transferred to the "Run" and "Gun" pools modify the hit or miss rates through connections that boost or reduce their chances by 25%. This setup captures a dynamic aspect of gameplay where player choices directly impact the likelihood of hitting the enemy. Finally, all resources are funneled into a "Drain", symbolizing the consumption of attempts, which can also represent a mechanism for tracking game progress or resource expenditure during play. The diagram thereby captures a simplified but dynamic model of combat mechanics, highlighting the strategic balance between agility and precision in player actions.

Tags

glossarygame designmechanicCombatskillgameplaybehaviorplaystyle
Edited more than 1 month ago
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