• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Currency of rpg i will make.

Status
Not open for further replies.
Level 4
Joined
Sep 24, 2010
Messages
17
I am working on an rpg with currency system diff. than all other rpgs, using Silver in place of lumber. And Gold in place of.... well.....gold! Every 100 silver you get are traded in for 1 gold, with a max of 42,000 gold. I'm not sure wether i should use this way or the normal money system, please vote on one of either.



-----------------------------------------------------------------------------
Thanks for helping :grin::grin::grin::grin:
 
Level 15
Joined
Apr 5, 2009
Messages
969
I am working on an rpg with currency system diff. than all other rpgs, using Silver in place of lumber. And Gold in place of.... well.....gold! Every 100 silver you get are traded in for 1 gold, with a max of 42,000 gold. I'm not sure wether i should use this way or the normal money system, please vote on one of either.



-----------------------------------------------------------------------------
Thanks for helping :grin::grin::grin::grin:

I rather have the normal way, because having the silver to gold currency system would take more of your time in the development and gaining silver is always the same as getting gold so if I were you do the normal way, its much faster than your idea of currency.
 
Level 8
Joined
Nov 2, 2008
Messages
206
ya just stick with either gold pieces or silver shillings. its much simpler easy to do and not a waist of time. you could put in the lumber area like "special points" of some kind that you can only spend somewhere to get something for the game like quest points or such. that would be efficient and get rid of the unneeded lumber for an rpg.
 
Either way it's an unnecasary addition that's distracting you from the core of the game.

Far too many people get caught up with unnecessary "features" that they never actually get to making the game itself, just take a look at the rest of the idea factory - at least 2 of those type threads pop up a week and it always ends up with the person who came up with it waiting for people to code/terrain/or something and never going anywhere - mainly because they try to advertise "features" and not the game itself, which only excites the people with no mapping skill in the first place.

So what to do:
Get the core of your game working first, I'd say at least have a working beta, then start adding on smaller things like this - really this isn't going to augment the game much and if anything it'll frustrate some people who don't understand the new system well.
 
Status
Not open for further replies.
Top