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Farming & Crafting flow

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The interactive economics of Crafting in MyNA
--- Auto-Generated Description ---
This diagram outlines a multifaceted economic simulation focused on production and trade within a virtual environment, integrating elements such as agriculture, fishing, and crafting to create an immersive ecosystem. Users interact with various converters to perform actions like buying seeds and land, fishing, feeding fish, crafting items (spinning and weaving), and ultimately, trading goods like thread, fabric, and clothing. These activities are designed to be player-driven, with interactive converters enabling the purchase of raw materials, the production of goods, and the selling of products for in-game currency types, such as ALICE tokens and Bjorn coin.

The economy is underpinned by pools that represent resources (e.g., seeds, cotton, land, fish), tools (e.g., fishing poles), products (e.g., thread, fabric, clothing), and currencies, reflecting the dynamic state of the system. Gameplay actions influence the players' happiness levels and financial resources, encouraging strategic thinking about resource management, production, and market behavior. The conversion processes involve resource exchanges and transformations, governed by resource and state connections that simulate the flow of goods and currency between different nodes (e.g., buying land or seeds decreases ALICE tokens but increases the quantity of land or seeds). The simulation is designed to engage players in an ongoing cycle of investment, production, and trade to achieve prosperity within the game's ecosystem.

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Handover from Paul Brinkkemper
Edited more than 1 year ago
3
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