The document describes the Machinations framework, which allows users to create diagrams modeling resource-based systems and simulate their behavior over time. These diagrams consist of nodes that perform operations on resources, such as pools that store resources and sources that generate them, connected by arrows indicating resource flow. The online Machinations tool allows users to easily construct, save, and simulate diagrams modeling internal economies or game mechanics like those in Pac-Man.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
글로벌을 타겟으로 한 모바일 게임을 제작중인 팀 <쿡앱스>에서 만든 용어정리집 입니다. 게임회사 실무에서 실제로 사용중인 용어들을 직군 단위와(통계,마케팅,기획,그래픽,개발,사운드/영상 등) 중요도로 나누어 정리해 두었습니다.
https://www.cookapps.com/
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
글로벌을 타겟으로 한 모바일 게임을 제작중인 팀 <쿡앱스>에서 만든 용어정리집 입니다. 게임회사 실무에서 실제로 사용중인 용어들을 직군 단위와(통계,마케팅,기획,그래픽,개발,사운드/영상 등) 중요도로 나누어 정리해 두었습니다.
https://www.cookapps.com/
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
2014년 9월부터 12월까지 3개월 단기 프로젝트로 진행되었던 교내 단기 프로젝트의 개발문서이다.
프로젝트를 진행하다보면 기획자로써 어떠한부분이 부족하고 보완해야하는지 많은 고민을 할 수 있어서 좋다.
많은 부분을 녹여내지는 못했지만 코어시스템부분은 내가 생각한데로 녹여낸것 같아 다행이다..
팀원들이 바쁜일정속에 이렇게 따라와주고 완성되어 매우 흡족!? 하다.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Tammy Levy at GDC 2019: Nature vs. Nurture: Unpacking Player Spending in F2P ...Kongregate
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this GDC 2019 talk, Tammy Levy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
2014년 9월부터 12월까지 3개월 단기 프로젝트로 진행되었던 교내 단기 프로젝트의 개발문서이다.
프로젝트를 진행하다보면 기획자로써 어떠한부분이 부족하고 보완해야하는지 많은 고민을 할 수 있어서 좋다.
많은 부분을 녹여내지는 못했지만 코어시스템부분은 내가 생각한데로 녹여낸것 같아 다행이다..
팀원들이 바쁜일정속에 이렇게 따라와주고 완성되어 매우 흡족!? 하다.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
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/
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.
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.
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:
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).
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.
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.