Copy of Currency Generation & Shop with Player Choice
About this model
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.
"Copy of Currency Generation & Shop with Player Choice" is a public Machinations diagram shared in the Community by brhicks1, with 42 components.
It was created in July 2025 and last edited in July 2025.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.