Level progress planning
Machinations is great for visualizing flows. In this example you will visualize the path a player may take in a dungeon.
Machinations is great for visualizing 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 visualizing, getting your vision across, and playtesting the level design before having a playable prototype.
Tip
After hitting PLAY on the diagrams embedded, click the Pools with the small cursor icon (the On click trigger)


Dungeon Layout
- Resources (the token) can represent anything
- Create and colour your resource types in the Resources panel on the toolbar
- In this diagram, the Resource represents the player moving through the dungeon
- ◯ Pools collect Resources
- Level Start represents the spawning point
- Rooms 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
Loot
- 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 transferred through Rooms together with the HP Resources
- This is ensured by the
allformulas on the path Resource Connections
Encounters
- Sinks consume Resources
- The Encounter Sinks 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 Resource filter on the Resource Connection going into the Sink.
Level Completion Condition
- ⇢ 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 transfers 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 transferred to Level Completed: Success!