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HyperCrowd
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moba
Quick MOBA Concept using Phaser.js
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Economy System
#18
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HyperCrowd
opened
1 hour ago
HyperCrowd
commented
1 hour ago
[ ] Identify and categorize the types of resources (e.g., gold, experience points, items).
[ ] Determine how these resources will be earned, spent, and managed during gameplay.
[ ] Implement mechanisms for players to earn resources through various actions (e.g., defeating enemy units, completing objectives, capturing areas).
[ ] Set up mechanisms for resource generation over time (e.g., passive income, resource nodes).
[ ] Create a system for players to spend resources on upgrades (e.g., purchasing items, leveling up abilities).
[ ] Define the cost structures for items and upgrades, ensuring they are balanced and contribute to gameplay strategy.
[ ] Develop an in-game shop interface where players can purchase items using resources.
[ ] Ensure the shop displays available items, costs, and item descriptions.
[ ] Consider implementing a dynamic pricing system for items based on supply and demand or other gameplay factors.
[ ] Analyze how this affects player strategies and resource management.
[ ] Conduct playtests to evaluate the impact of the economy system on gameplay balance.
[ ] Gather feedback from players regarding resource acquisition, spending, and overall experience.
[ ] Adjust resource values, acquisition rates, and costs based on feedback and testing results.
[ ] Ensure the economy system integrates smoothly with other game systems (e.g., leveling, combat, itemization).
[ ] Create interactions where certain actions in combat affect resource generation (e.g., team fights, objectives).