Game Development Reference
In-Depth Information
Nodes
Nodes represent game elements that take part in the production, distribution and consumption of resources. Nodes can fire. Firing nodes
pull resources according to the flow rates of their input resource connections. A node without inputs will push resources according to the
flow rate of its outputs instead.
Pools pull and
accumulate resources.
Drains pull and
consume resources.
Converters consume
resources to produce
other resources.
Delays pull and
hold resources
before pushing
them. Queues
act as Delays
but process one
resource at a time.
Delay
Drain
Converter
Pool
Gates pull and
immediately
redistribute
resources.
Sources produce
and push resources.
Traders cause resources
to change ownership.
Queue
Gate
Source
Trader
Activation Modes
Pull and Push Modes
By default, nodes pull as many resources as are available, up to its
inputs' flow rates. This behavior can be changed:
The activation mode of a node determines when it fires.
*
Fire only when in
response to an
activated trigger.
Fire once every
time step or at the
end of a turn.
The node only pulls resources when all resources as
specified by its inputs' flow rates are available.
&
All/None
Automatic
Passive
s
The node pushes resources according to its outputs'
flow rates. Nodes with only outputs push by default
(and have no marker).
Fire in response to a
player action. (Fires
when clicked)
Fire once when a
diagram is started.
p
Interactive
Starting Action
Pus hing
Gate Types
Other Elements
60
==0
Random
Skill
Strategy
stop
Multiplayer
End Conditions
specify when a
game ends.
20%
3
<4
30%
2
==4
<3
limiter
gate
10%
4
>4
Artificial Players
are used to simulate
player activity.
AP
Gates with probable outputs distribute
resources based on their respective
probability. Percentages can be lower
than 100%, in which case the passing
resource might be destroyed.
Random gates with conditional outputs evaluate
a random number to determine distribution.
Deterministic gates with conditional outputs use
a count if the resource that pass every timestep.
Registers are used
to perform calculations.
<=2
2
State connection outputs from
a gate are always triggers.
Gates can be used to generate
probable or conditional triggers.
* 20%
Interactive Registers
are used to create user
controlled settings.
==3
3
>=4
1
 
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