Loot & Craft

    This example shows you how you can model a simple loot & craft mechanic.


    Remember to hit the Play button on each embedded diagram in the example below.

    hitting play in Machinations animates the game system crafted

    • Sources produce Resources
      • In this example the Spawn Enemies Source is used to simulate spawning enemies
    • → Resource Connections transfer Resources
      • The “kill” Resource Connection is used to set the rule of how many enemies are killed per Step. The player kills 1 enemy each Step. This is inputted in the Formula field. In this case, 1
    • ◯ Pools collect Resources
      • The Enemies killed Pool is used to track the total number of enemies killed
    • ⇢ State Connections change the state of elements on the diagram
      • Every time the Enemies killed Pool receives a Resource it triggers the Loot Source for one Step
      • The * Formula on the “trigger” State Connection gives the “trigger” command
    • For each enemy the number of possible drops ranges from 1 to 3
      • We simulate this by adding the d3 formula on the Resource Connection “drop”.
      • d3 represents a 3-sided die that is rolled whenever Loot is triggered
    • Gates distribute Resources
      • The dice symbol on the “distribute” Gate denotes that the distribution is random
      • The chances for each type of drop are shown on the Formulas of the connections leaving the Gate
      • We use 3 Pools to keep track of all the collected materials
    • Converters transform one type of Resource into another
      • The Converter transforms/consumes 6 Iron Nugets, 4 Metal Wires and 3 Wood Planks
      • and crafts them into 1 Bow
      • Note that crafting action happens AS SOON AS ALL Resources needed are available in their respective Pools
    • The orange connections are the variables that we can balance.
    • We can adjust either the material drop rates, material cost for crafting, or both in order to strike a balance.
    • The materials and bow Pools are added to the Chart.
    • Hit Batch Plays and see how the player’s inventory looks evolves over time.

    Add this diagram to your Machinations (big blue button top right)

    • Change the highlighted variables
    • After each change perform Batch Plays
    • Visualise how your changes affect your system in the Chart

    All Rights Reserved © Machinations S.àr.l

    8217, Mamer, Luxembourg, accounts at BGL BNP PARIBAS, VAT number: LU30464284

    We use cookies for marketing and analytics. We also share information about your use of our site with our marketing and analytics partners who may combine it with other information that you’ve provided to them. You consent to our cookies if you continue to use our site. Learn more