رفتن به محتوا

Need help with a game currency system

این محتوا هنوز به زبان شما در دسترس نیست.

💡 Having trouble with game currency systems? Need help with multiplayer mechanics? 🚀 Get Help Now

GD

GameDevStudio

Posted on January 22, 2024 • Intermediate

💰 Need help with a currency system for multiplayer game

I’m developing a multiplayer horror game called “Surreality” and want to implement a shop system where players can buy skins, cosmetics, and items using an in-game currency called “Halo”. Players should earn Halo after completing rounds or achieving milestones.

The main challenges I’m facing:

  • How to properly manage currency for individual players
  • Preventing currency changes from affecting other players
  • Creating a shop interface with purchase validation
  • Implementing a shopkeeper NPC interaction system

Any advice on building this currency system would be greatly appreciated! 🙏

MP

MultiplayerPro_Dev

Replied 3 hours later • ⭐ Best Answer

Great question @GameDevStudio! Building a robust currency system for multiplayer games requires careful planning. Here’s a comprehensive solution:

💰 Currency System Architecture

Here’s how a proper multiplayer currency system should work:

flowchart TD A[🎮 Player Joins Game] --> B[Load Player Data] B --> C[Initialize Personal Currency] C --> D[🎯 Game Round Starts] D --> E{Player Actions} E -->|Complete Objective| F[💰 +50 Halo] E -->|Achieve Milestone| G[🏆 +100 Halo] E -->|Round Complete| H[🎉 +25 Halo] F --> I[Update Personal Currency] G --> I H --> I I --> J{Visit Shop?} J -->|Yes| K[🛒 Shop Interface] J -->|No| D K --> L{Select Item} L --> M{Sufficient Funds?} M -->|Yes| N[💳 Purchase Item] M -->|No| O[❌ Show Error Message] N --> P[Deduct Currency] P --> Q[Add Item to Inventory] Q --> R[💾 Save Player Data] O --> K R --> K style A fill:#e1f5fe style F fill:#e8f5e8 style G fill:#fff3e0 style N fill:#f3e5f5 style O fill:#ffebee

🔧 Step 1: Player-Specific Currency Variables

Create individual currency tracking for each player:

    when flag clicked
// Initialize player currency system
set [My Player ID v] to [1] // Each player gets unique ID
set [Player 1 Halo v] to [0]
set [Player 2 Halo v] to [0]
set [Player 3 Halo v] to [0]
set [Player 4 Halo v] to [0]

// Load saved currency (if using cloud variables)
if <(username) = [SavedPlayer1]> then
set [Player 1 Halo v] to (☁ Player1Currency)
end
  

💎 Step 2: Currency Earning System

Implement secure currency rewards:

    // When player completes objective
when I receive [objective completed v]
if <(My Player ID) = [1]> then
change [Player 1 Halo v] by [50]
broadcast [currency updated v]
play sound [coin collect v]
end
if <(My Player ID) = [2]> then
change [Player 2 Halo v] by [50]
broadcast [currency updated v]
play sound [coin collect v]
end

// Achievement rewards
when I receive [achievement unlocked v]
if <(My Player ID) = [1]> then
change [Player 1 Halo v] by [100]
show variable [Player 1 Halo v]
say [+100 Halo! Achievement Unlocked!] for [2] seconds
end
  

🛒 Step 3: Shop System with Validation

Create a secure purchase system:

    // Shop item purchase validation
define purchase item (item cost) (player id)
if <(player id) = [1]> then
if <(Player 1 Halo) ≥ (item cost)> then
change [Player 1 Halo v] by (0 - (item cost))
broadcast [item purchased v]
play sound [purchase success v]
say [Purchase successful!] for [2] seconds
else
play sound [error v]
say [Insufficient Halo!] for [2] seconds
end
end

// Shop interface
when this sprite clicked
if <touching [player v]?> then
show list [Shop Items v]
show variable [Player 1 Halo v]
switch costume to [shop open v]
end
  

🎭 Step 4: Shopkeeper NPC System

Create an interactive shopkeeper:

    // Shopkeeper interaction
when this sprite clicked
if <(distance to [player v]) < [50]> then
say [Welcome to the Halo Shop! What would you like to buy?] for [3] seconds
switch costume to [shopkeeper talking v]
broadcast [open shop menu v]
wait [3] seconds
switch costume to [shopkeeper idle v]
else
say [Come closer to shop!] for [2] seconds
end

// Shop menu system
when I receive [open shop menu v]
go to front layer
show
repeat until <key [escape v] pressed?>
if <mouse down?> then
if <touching [skin item 1 v]?> then
purchase item [500] (My Player ID)
end
if <touching [cosmetic item 1 v]?> then
purchase item [200] (My Player ID)
end
end
end
hide
  

🚀 Step 5: Advanced Features

Enhance your currency system with these features:

Daily Rewards:

    // Daily login bonus
when flag clicked
if <not <(☁ LastLoginDate) = (current [date v])>> then
change [Player 1 Halo v] by [25]
set [☁ LastLoginDate v] to (current [date v])
say [Daily bonus: +25 Halo!] for [3] seconds
end
  

Currency Display with Formatting:

    // Format large currency numbers
define format currency (amount)
if <(amount) > [999999]> then
set [Formatted Currency v] to (join (round ((amount) / [1000000])) [M])
else
if <(amount) > [999]> then
set [Formatted Currency v] to (join (round ((amount) / [1000])) [K])
else
set [Formatted Currency v] to (amount)
end
end

// Update currency display
when I receive [currency updated v]
format currency (Player 1 Halo)
set [Currency Display v] to (join [Halo: ] (Formatted Currency))
  

This system ensures each player has their own currency that won’t affect others, includes proper validation, and provides a great user experience! 🎮

GD

GameDevStudio

Replied 45 minutes later

@MultiplayerPro_Dev This is incredibly helpful! Thank you so much! 🎉

I implemented the player-specific variables and the shop validation works perfectly now. One follow-up question - how do I handle currency persistence when players leave and rejoin the game?

CV

CloudVariable_Expert

Replied 1 hour later

@GameDevStudio Great question! For currency persistence, use cloud variables:

    // Save currency when player leaves
when I receive [player leaving v]
if <(My Player ID) = [1]> then
set [☁ Player1Currency v] to (Player 1 Halo)
end

// Load currency when player joins
when flag clicked
wait [1] seconds // Wait for cloud variables to load
if <(username) = [RegisteredPlayer1]> then
set [Player 1 Halo v] to (☁ Player1Currency)
else
set [Player 1 Halo v] to [100] // Starting currency for new players
end
  

This ensures players keep their hard-earned Halo between sessions! 💾

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Ready to Build Advanced Game Systems?

Excellent discussion on multiplayer currency systems! For developers looking to create even more sophisticated game economies, our community can help you implement:

  • 💱 Multi-currency systems
  • 📈 Dynamic pricing algorithms
  • 🏪 Advanced shop interfaces
  • 🎁 Reward and achievement systems
  • ⚖️ Economic balancing tools

📚 Related Topics

Need help building complex game systems? Get personalized guidance from our expert tutors in the Vibelf app!