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Chapter 5:
MACHINATIONS
Hamzah Asyrani Sulaiman
Machinations is more than just a visual language for creating diagrams, however.
Dormans has built an online tool for drawing the diagrams and simulating them
in real time. With it, you can construct and save Machinations diagrams easily, and
you can also study the behavior of your internal economy.
You can find the tool at
https://machinations.io/
Old
Machination
Version
New
Machination
The Machinations Framework
Machinations Diagram Basic Elements
Pools and
Resources
A Pool, represented by a circle, is
a location where Resources
gather, and it's the most basic
Machinations Node
Pool Functional Menu
Sources
Drains
How Drain
Works
• Shooter: The Shoot Drain consumes
1 Ammo every time the player shoots
• Resource Management: The player
has a cost of 1 coin every 2 weeks
• Brawler: During a boss fight, player
takes damage anywhere between 1 to
6 Health points (D6 notion), every
time the boss hits.
Drains Drains are nodes that consume resources; a resource
that goes into a drain disappears permanently. The
Machinations framework includes a special drain
node represented as a triangle pointing downward
(Figure 5.19).
Sources
Sources
Sources are nodes that create resources. They are represented
as a triangle pointing upward (Figure 5.18). Any node in a
Machinations diagram can be automatic (the
default), interactive, or passive, or it can activate once before a
diagram starts.
Sources,
Pools and
Drains
Resource Connections
Resource Connections can transfer
Resources at different rates. A Label
beside the Resource Connection
indicates how many Resources can
move along the Connection in a
single time step.
Set the Label of the Resource
Connection in Functional > Label.
INPUTS, OUTPUTS, SOURCES, AND TARGETS
Activation
Modes
• A Node in a Machinations diagram can be
in one of 4 different Activation Modes:
• Automatically - fires every Time Step. All
automatic Nodes fire simultaneously.
• Interactive - fires only when the you click
it during Run time.
• Starting Action - fires only once,
immediately after you click the Run button.
• Passive - can fire only in response to a
trigger generated by another element.
Activation Modes
Pulling and Pushing
Resources
• When a pool fires, it will try to pull
resources through any inputs connected
to it.
• The number of resources it pulls is
determined by the rate of the individual
input resource connection—the number
beside the line. Alternatively, a pool can
be set in push mode. In this mode, when
the pool fires, it pushes resources along
its output connections.
Pulling and Pushing Resources
https://youtu.be/O62HdjzGOM4
Time Modes
• Games can handle time in different ways.
Board games are often turn-based, while in
many video games the game is active even if
the player doesn’t do anything.
• To represent different types of games, a
Machinations diagram can operate in one of
three different time modes:
State Changes
LABEL MODIFIERS
State Changes
NODE MODIFIERS
State
Changes
NODE MODIFIERS
State Changes
TRIGGERS
State
Changes
• For example, in the board game
Caylus, players place their laborers
(a resource) at particular buildings
on the board to enable them to
execute special actions associated
with that building. For example, a
player might place a laborer at a
gold mine to collect gold (Figure
5.15).
ACTIVATORS
Advanced Node
Types
Gates • In contrast to a pool, a gate does not collect
resources. Instead, it immediately
redistributes them. Gates are represented as
diamond shapes that often have multiple
• outputs (Figure 5.16).
Gates • In contrast to a pool, a gate does not collect
resources. Instead, it immediately
redistributes them. Gates are represented as
diamond shapes that often have
multipleoutputs (Figure 5.16).
Trigger Gate
Converters
• Converters convert one resource into
another. They are represented as a triangle
pointing to the right with a vertical line
through it (Figure 5.20).
• Converters are designed to model things like
factories that turn raw materials into finished
products. A windmill, for example, turns wheat
into flour. Converters act exactly as a drain that
triggers a source, consuming one resource to
produce another.
Example Converters
Traders
• Traders are nodes that cause
resources to change ownership
when fired: Two players could use a
trader to exchange resources.
Machinations diagrams represent a
trader as a vertical line over two
triangles that point left and right
(Figure 5.22).
End Conditions
• Games end when certain
conditions are fulfilled. Sometimes
they end when a player reaches a
certain goal or when time runs out
or when all players but one
• are eliminated. Machinations
diagrams use end conditions to
specify end states.
Modeling Pac-Man
Resources
Dots
Power
Pills
Fruits
Lives Ghosts Threat
POints
Dots
The Fruit Mechanism
Ghosts Produce Threat
Capture and loss of life
Power Pills
The last mechanism to be added to the diagram is the
mechanism that allows players to eat the ghosts by eating
power pills. Figure 5.28 adds this mechanism (light
blue) to the diagram and represents the full game. Power pills
start as a limited supply.
The player can choose to use them by clicking the Eat Power
Pill converter to convert a power pill into power-up time, an
abstract resource that is automatically
drained.
The Complete
Diagram
Summary
• In this chapter, we described the Machinations framework in some detail.
• Machinations diagrams consist of nodes that perform functions on resources.
• The most basic type of node is the pool, which stores resources. Nodes are joined to each other by
arrows called resource connections, which govern where, when, and how many resources travel from
one node to another.
• State connections, shown as a dotted arrow, permit the operation of the mechanics to change the
behavior of resource connections and the number of items in a pool and to trigger (or inhibit) events.
Exercises
Exercises
Exercises

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05 - Machinations

  • 2. Machinations is more than just a visual language for creating diagrams, however. Dormans has built an online tool for drawing the diagrams and simulating them in real time. With it, you can construct and save Machinations diagrams easily, and you can also study the behavior of your internal economy. You can find the tool at https://machinations.io/
  • 6.
  • 8. Pools and Resources A Pool, represented by a circle, is a location where Resources gather, and it's the most basic Machinations Node
  • 12. How Drain Works • Shooter: The Shoot Drain consumes 1 Ammo every time the player shoots • Resource Management: The player has a cost of 1 coin every 2 weeks • Brawler: During a boss fight, player takes damage anywhere between 1 to 6 Health points (D6 notion), every time the boss hits.
  • 13. Drains Drains are nodes that consume resources; a resource that goes into a drain disappears permanently. The Machinations framework includes a special drain node represented as a triangle pointing downward (Figure 5.19).
  • 15. Sources Sources are nodes that create resources. They are represented as a triangle pointing upward (Figure 5.18). Any node in a Machinations diagram can be automatic (the default), interactive, or passive, or it can activate once before a diagram starts.
  • 17. Resource Connections Resource Connections can transfer Resources at different rates. A Label beside the Resource Connection indicates how many Resources can move along the Connection in a single time step. Set the Label of the Resource Connection in Functional > Label.
  • 19.
  • 20. Activation Modes • A Node in a Machinations diagram can be in one of 4 different Activation Modes: • Automatically - fires every Time Step. All automatic Nodes fire simultaneously. • Interactive - fires only when the you click it during Run time. • Starting Action - fires only once, immediately after you click the Run button. • Passive - can fire only in response to a trigger generated by another element.
  • 22. Pulling and Pushing Resources • When a pool fires, it will try to pull resources through any inputs connected to it. • The number of resources it pulls is determined by the rate of the individual input resource connection—the number beside the line. Alternatively, a pool can be set in push mode. In this mode, when the pool fires, it pushes resources along its output connections.
  • 23. Pulling and Pushing Resources
  • 25. Time Modes • Games can handle time in different ways. Board games are often turn-based, while in many video games the game is active even if the player doesn’t do anything. • To represent different types of games, a Machinations diagram can operate in one of three different time modes:
  • 26.
  • 31. State Changes • For example, in the board game Caylus, players place their laborers (a resource) at particular buildings on the board to enable them to execute special actions associated with that building. For example, a player might place a laborer at a gold mine to collect gold (Figure 5.15). ACTIVATORS
  • 33. Gates • In contrast to a pool, a gate does not collect resources. Instead, it immediately redistributes them. Gates are represented as diamond shapes that often have multiple • outputs (Figure 5.16).
  • 34. Gates • In contrast to a pool, a gate does not collect resources. Instead, it immediately redistributes them. Gates are represented as diamond shapes that often have multipleoutputs (Figure 5.16).
  • 36.
  • 37. Converters • Converters convert one resource into another. They are represented as a triangle pointing to the right with a vertical line through it (Figure 5.20). • Converters are designed to model things like factories that turn raw materials into finished products. A windmill, for example, turns wheat into flour. Converters act exactly as a drain that triggers a source, consuming one resource to produce another.
  • 39. Traders • Traders are nodes that cause resources to change ownership when fired: Two players could use a trader to exchange resources. Machinations diagrams represent a trader as a vertical line over two triangles that point left and right (Figure 5.22).
  • 40.
  • 41. End Conditions • Games end when certain conditions are fulfilled. Sometimes they end when a player reaches a certain goal or when time runs out or when all players but one • are eliminated. Machinations diagrams use end conditions to specify end states.
  • 44. Dots
  • 47. Capture and loss of life
  • 48. Power Pills The last mechanism to be added to the diagram is the mechanism that allows players to eat the ghosts by eating power pills. Figure 5.28 adds this mechanism (light blue) to the diagram and represents the full game. Power pills start as a limited supply. The player can choose to use them by clicking the Eat Power Pill converter to convert a power pill into power-up time, an abstract resource that is automatically drained.
  • 50. Summary • In this chapter, we described the Machinations framework in some detail. • Machinations diagrams consist of nodes that perform functions on resources. • The most basic type of node is the pool, which stores resources. Nodes are joined to each other by arrows called resource connections, which govern where, when, and how many resources travel from one node to another. • State connections, shown as a dotted arrow, permit the operation of the mechanics to change the behavior of resource connections and the number of items in a pool and to trigger (or inhibit) events.