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Currency Generation & Shop with Player Choice

Catalin Ichim

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For this example, we choose to model 4 game actions that award coins and 4 items that can be purchased in the shop.

Starting from left, the random trigger gate models the chances of completing the game actions (quests, defeating enemies, leveling up, exploring new areas). Once the event is completed, a chain of source nodes will generate coin rewards for each event specified on the connections from the yellow section.

Once the coins are stored in the dedicated inventory pool, the shop can be modeled using converter nodes that takes in specified number of coins and awards specific items in the red group. Finally, the player decision making in the shop is again modeled using a random trigger gate which specifies the player's willingness to purchase items.  

Additionally, following the gray components on the bottom of the diagram, you could easily add new actions and items. Moreover, by changing the formula on the connections, you can adjust the coin rewards and the costs of each item.

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