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  Currency & Economy Lifecycles  (Read 838 times)
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Offline defrazr1

Senior Newbie

Medals: 2
Exp: 1 year

« Posted 2014-02-08 19:38:09 »

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

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

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.

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.
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