- Easy Level Progression
- Loot & Craft
- Increase base stats
- Balancing difficulty and score
- Level progress planning
- Infinite Runner Game Loop
- Modelling a Gacha Box
- Balancing a Battle Pass
- Artificial Player
- Balancing a Hyper casual game
- Player Skill
- Web3 - Constant Product Market Maker
Unity Plugin (UP) & API
Account & Billing
How to debug a diagram
The task of pinpointing what systems are breaking your diagram may be off-putting. Here are a few tricks you can employ to isolate and fix any issues.
While building your diagram you’ll probably find yourself hitting Play time and again, to make sure the flow works. If at any point during Play Nodes/systems that should be active aren’t, hovering over them triggers contextual explanations as to why.
Let’s say you’ve finished all or a big part of what you want to design. You hit Play, but something’s not right. However, you’re not sure where the diagram breaks: all Nodes and Connections seem to activate properly. Use Step Play to go through the system one Step at a time, and evaluate which Nodes/Connections don’t act as intended.
You can also play with the Speed of the execution, slow it down to be able to follow the Resource tokens flowing through the diagram.
If you went over the steps above, but when you perform Plays/QuickPlays something is still off, add an End Condition and stop the execution after the first Play cycle of your diagram. Evaluate if everything is normal, then change the End Condition to trigger after the first 2 cycles, and re-evaluate. This way, you’ll be able to isolate what breaks the progression.
For huge diagrams, or maybe for diagrams that were built by a colleague, take each system (e.g. a power-up) and disconnect them from the whole, one by one. After each disconnect, Play the diagram. If at some point the diagram starts acting as intended, you have the culprit. See what’s wrong with the isolated system, by going through the debugging steps above, fix the problem, and reconnect it.