Level progress planning

    Level progress planning

    Machinations is great for visualising flows. A flow can be anything.

    This example takes you through:

    • laying out the path a player may take in a dungeon
    • loot they may find in each room
    • encounters
    • setting conditions for level completion and game over

    This helps with visualising, getting your vision across and playtesting the level design before having a playable prototype.


    After hitting PLAY on the diagrams embedded, click the double edged circles

    interactive node in machinations level progression and planning

    • 🔴 Resources (the token) can represent anything
      • In this diagram the Resource represents the player moving through the dungeon
    • ◯ Pools collect Resources
      • Level Start represents the spawning point
      • Room 1-6 represent rooms in the dungeon
      • Level Completed represents the finish point
    • → Resource Connections transfer Resources
      • In this example, the Resource Connections act as paths the players may take
      • The double edged Room Pools with 2 connections represent rooms between which the player can go back and forth
      • The double edged Room Pools with 1 connection represent rooms from which the player can only go one way
    • ⚫️ Resources
      • In the diagram above, the Resources represent players’ stats & items in inventory
      • They begin with 10 HP
    • As players move through rooms, loot gets added to their inventory
    • Initially, loot is stored in Pools that push all the Resources they store as soon as the player enters Rooms 1 and 4
    • Once collected, the 💚 (represented by a green token) and the🪁 (represented by a blue token) will become part of the players’ inventory.
      • They get transfered through Rooms together with the HP Resources
      • This is ensured by the all formulas on the path Resource Connections
    • Drains consume Resources
      • The Encounter Drains will consume HP (red Resources) while the players are in Rooms 2 and 4
      • Encounter will only consume HP, not loot. This is achieved by applying a Filter on the Resource Connection going into the Drain.
    • ⇢ State Connections change the state of elements on the diagram
    • Upon start, Room 6 is not available to the player
    • The quest for the players is to get the 🪁 from Room 4 to Room 1
    • The check 🪁Resource Connection:
      • checks the availability of 🪁 in the players’ inventory
      • if the Resource is there it transferes it to the place 🪁
    • The State Connection activates Room 6:
      • checks (>0) if there’s a Resource in place 🪁
      • if true, it activates Room 6
    • When entering Room 6, all Resources get transfered to Level Completed: Success!

    While players are in Room 4 they:

    • get 🪁
    • fight a Boss (3 HP Resources get drained for each step while in there)
    • ⇢activate if
      • checks the number of resources in Room 4
      • if >0 (whenever players are in the room) they activate track
    • 🔳 End Conditions stop the diagram
      • The track Pool takes 2 inputs from Room 4:
        • >0 It will be active as long as there are resources in Room 4 (explained above)
        • = It mirrors the number of HP Resources in Room 4
      • If players lose all HP Resources (<1) the End Condition is activated: Game Over.

    Note: The track Pool contains 1 resource to ensure the End Condition doesn’t trigger prematurely. The path that goes from Room 4 to Room 3 is set to instant. This ensures that when the Room 3 interactive Pool is activated (clicked on), the transfer happens:

    1. at the beginning of the step
    2. instantaneously


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