Poll

Should the player's money reset or be converted when going to different worlds?

Reset to 0 (for the first time, read below)
3 (50%)
Convert via exchange rate
2 (33.3%)
Other (post below)
1 (16.7%)

Total Members Voted: 6

Author Topic: Currency system question  (Read 3568 times)

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mepwnn

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Currency system question
« on: December 23, 2011, 07:37:04 AM »
So I'm helping my brother think up of concepts regarding a game he was making. As a quick note, the game features multiple worlds the player travels to, and are split apart by some kind of power. Originally, he had planned on using one universal currency, but after he watched Spice and Wolf, he came to the conclusion that, if communities could not have one universal currency despite being a few days apart, then worlds split with no means of communication with one another could not hope to have one currency.

So we came up with two solutions:
  • Reset the player's currency to 0 upon going to a new world
  • Force the player to take the money to a bank to determine its value

A little more explanation on the Reset solution.
Let's consider two worlds, world 1 and world 2 (clever!). When the player leaves world 1 and enters world 2, the money the player earned in world 1 cannot be used in world 2. However, this doesn't mean the money is lost. If the player chooses to return to world 1, the amount of money the player had when he/she left world 1 will be returned, and the currency from world 2 will be... well, stored in the memory of the game or something like that. Hopefully I explained that well enough *sweat*

So what are your guys' opinions? Post below with thoughts and comments on this idea!
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Just Lance

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Re: Currency system question
« Reply #1 on: December 23, 2011, 07:44:34 AM »
Now the question: If main character can travel between worlds is that his unique attribute?

If so then he should earn currency in every world separately.
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Re: Currency system question
« Reply #2 on: December 23, 2011, 09:28:09 AM »
Sounds complicated, technically speaking. Maybe you could just make the money change value once the player enters another world? For example, entering world 2 with 1000 will change the money into 500. That or your option number 2. IMO, option number one is handling too many variations of money that from a player's POV, will only complicate things negatively, i.e. just an unnecessary hardship for the player.

Raxus

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Re: Currency system question
« Reply #3 on: December 23, 2011, 03:00:24 PM »
I say the first thing, but I have to say: it's pretty complicated.

Merlandese

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Re: Currency system question
« Reply #4 on: December 23, 2011, 03:13:59 PM »
I think it sounds pretty simple, especially depending on how your characters are programmed to handle the money. I like the idea of them going to a bank, but more than likely real people would hold both of their currencies if they traveled a lot, so stick with the auto-transfer idea.

koon no kami

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Re: Currency system question
« Reply #5 on: December 24, 2011, 05:13:46 AM »
Resetting the money pool sounds good to me, too - but I wouldn't know how to script that either... -

Then again, I'd probably somehow go with the bank idea, it sounds more simple to do... : )
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Vasha

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Re: Currency system question
« Reply #6 on: December 24, 2011, 10:03:56 AM »
I don't think you would even have to script it, really. It might be a bit irritating to do, but just have your money supply set a variable, then put that many whatever-the-currency-is items in your backpack and reset the money. Then, when you go back to that place, get rid of the items and turn it into money. You would have to customize it for each different area he can go to, so it might be tedious, but it shouldn't be DIFFICULT, should it?

Ruben

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Re: Currency system question
« Reply #7 on: December 26, 2011, 09:48:38 PM »
From a gameplay perspective: Bank system (to exchange different currencies)
From a story aspect: An own currency for each world. (Not necessarily reset the money; if you have 1000G in world A, then travel to world B and back to world A, it would be rather frustrating if the 1000G had vanished.) Nevermind; that's what you meant.

Merlandese

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Re: Currency system question
« Reply #8 on: December 26, 2011, 10:14:57 PM »
That's way too complicated, Vasha.

When entering World B from World A:
Set Variable0001:(Currency A) equal to Other/Gold
Decrease Gold by Variable0001:(Currency A)
Increase Gold by Variable0002:(Currency B)

When entering World A from World B:
Set Variable0002:(Currency B) equal to Other/Gold
Decrease Gold by Variable:(Currency B)
Increase Gold by Variable:(Currency A)

That should work just fine with only six lines of event data.

Vasha

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Re: Currency system question
« Reply #9 on: December 26, 2011, 10:35:20 PM »
...If that's not what I said, that's what I meant. And you don't even need to say 'decrease from variable,' you can just go 'set to 0.' Why wouldn't that work? (Or did I just misspeak?)

Merlandese

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Re: Currency system question
« Reply #10 on: December 26, 2011, 10:46:55 PM »
Maybe it is what you said! Xd But I thought you wanted to transfer the money to items. Mine skips that and turns it straight into the other currency. Also, it isn't the variable that needs decreased/increased, it's the actual money (Gold). The "Change Gold" option doesn't have a "set to" option, only an increase and decrease. So, in order to set it to zero, you'd need to set a variable equal to the amount of Gold you have first, then subtract that variable in the "Change Gold" command.

Vasha

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Re: Currency system question
« Reply #11 on: December 27, 2011, 07:20:25 AM »
Oh, I see. I was thinking of it more as separate currencies, you were thinking of it more as just... fluctuating currency. That works, too, I suppose. Though you wouldn't be able to see what currencies you have from other places.

Merlandese

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Re: Currency system question
« Reply #12 on: December 27, 2011, 02:03:55 PM »
No, I guess you wouldn't. Not unless you had it said in the dialogue. So it wouldn't be ideal if you wanted to keep track of all of your money at once.