Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (540)
Games in Android Showcase (133)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Currency & Economy Lifecycles  (Read 375 times)
0 Members and 1 Guest are viewing this topic.
Offline defrazr1

Senior Newbie


Medals: 2
Exp: 1 year



« Posted 2014-02-08 19:38:09 »

Intro
As I've been developing my game, one of the key points of it has been very difficult for me to fully design. As the topic title states, that would
be the currency and economy lifecycles. Essentially I am faced with trying to balance out game-play with timing how quickly, and costly, building up in-game money should
be. Essentially I'm attempting to create a system that is meaningful, yet not overbearing; doesn't leave the player with endless amounts of currency, yet doesn't make it seems like it will take forever to gain currency. For the veterans, or even just anyone with insight/experience, I'd be glad to hear any suggestions and criticism! Thanks all!

I'd also like to throw out some of my current plans/ideas: I currently have 3 currency types: Money, Resources, and Fame.

Money
Money is spent on daily supplies to restock inventory for sale. Can also be used to purchase resources, at a slower rate.

Resources
Resources are spent on building materials for parts and special items. Can also be sold to gain Money, at a slower rate.

Fame
Both Money and Resources are required/used to gain Fame.
When enough fame has been gained, players unlock the ability to gain new ways to earn more money and resources.

Dynamic Events
I also have planned(not implemented) events that will give the players a chance
to gain/lose currency. This is to keep things dynamic and give it a feel of gambling.

Reasoning
I have this system in place to try and give players a feel of more than one option to
progress (there are multiple ways to gain these resources). I also want the game to be enjoyable
yet last long enough to keep that feeling of entertainment alive without fizzling out, or
being accomplished too soon.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Mr.CodeIt (24 views)
2014-12-23 03:34:11

rwatson462 (53 views)
2014-12-15 09:26:44

Mr.CodeIt (45 views)
2014-12-14 19:50:38

BurntPizza (85 views)
2014-12-09 22:41:13

BurntPizza (110 views)
2014-12-08 04:46:31

JscottyBieshaar (79 views)
2014-12-05 12:39:02

SHC (89 views)
2014-12-03 16:27:13

CopyableCougar4 (96 views)
2014-11-29 21:32:03

toopeicgaming1999 (155 views)
2014-11-26 15:22:04

toopeicgaming1999 (152 views)
2014-11-26 15:20:36
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!