Need help with a game currency system
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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! 🙏
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:
🔧 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! 🎮
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?
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! 💾
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
- How to create multiplayer save systems?
- Building inventory management systems
- Implementing player progression systems
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