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)

A Room pool with the On click trigger: a small cursor icon sits at the top right of the circleA Room pool with the On click trigger: a small cursor icon sits at the top right of the circle

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 all formulas 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!