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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
- 🔴 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.
- The track Pool takes 2 inputs from Room 4:
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:
- at the beginning of the step
- instantaneously