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/agdg/ - Amateur Game Development General

AGDG - The Board
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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 3e19fe388292d83⋯.png (45.69 KB,300x230,30:23,ill_change_this_one_thing.png)

5341ba No.29271

So I'm struggling a bit in building my game economy. Do you guys have any article/essay/book on this subject?

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f605b5 No.29272

>>29271

What in the world do you mean by economy?

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9b6fe9 No.29346

A secondary set of currency makes it easier to expect what the player will buy. Shantae Risky's revenge had Magic Jam hidden around like heart pieces that you needed to buy any special moves or equipment.

The jam gives extra motivation to explore the overworld, and it also limits how quickly you can spend money on special items so players will feel better about spending money on disposable items like potions.

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19a555 No.29350

Lots of spreadsheets, lots of testing. What is your problem more specifically? I once worked on a shitty in-browser cookie clicker clone and i remember it was pretty hard to get things to feel right.

It helps to bust out the old analysis and stochastics skills.

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a6e72f No.29722

YouTube embed. Click thumbnail to play.

Find the EYNTKE and look into the Economics folder. If that doesn't help just try speaking or getting in contact with an economics professor, or a student. >>>/biz/

Game economics sounds fascinating, giving a fictitious economy to the people and then seeing what they do with it. 1. Makes for a phenomenal study. and 2. If you're game matters it will take off and the economy will become real when people starting attributing real world worth to in-game status and wealth.

https://www.youtube.com/watch?v=VUNRl3kAATk

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7cf56e No.30336

I just want simple fluctuating trade prices like in suikoden 2

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