Income Management

This page describes the process of creating an income management system, used to control the user money balance change based during gameplay.

Problem

Question: How can I make the player become more aware of his actions in the game and make his plan strategically what he does?

Answer: By creating a money management system (player's income and actions' prices) in the game, which prevents the player from having the freedom to purchase actins which in real life are too expensive.

Solution and Methodology

#1 Research (Field ~Task analysis, Brainstorm)

The tasks which should be performed in order to build a money management system for the game are the following:

  • Create initial capital

  • Create a yearly increase which is added to the capital

  • Somehow store the prices of different actions so they are easily editable

  • Subtract the amount of money

  • Show the user what is happening with his money

  • Display to the user when an action is not possible because of money imbalance.

#2 Developing

I connected a script Income.cs to the GameManager, which has the basic functions of increase (), Decrease (int moneyAmount), Increaseyearly().

The methods are called from the GameMnager.cs and the needed adjustments are done to the canvas and the income.

Yearly income increase in the Hud

More insights about the Income management is available here:

Actions priceschevron-rightWarning Popupchevron-right

Result:

Income change on an Action execution

Quality of the result

The income management is working as described in our user storiesarrow-up-right and is notifying the user if any action is not possible because of an income imbalance.

Next steps

The next steps required to make the money balance even more visibly noticeable on the HUD and also add some more dynamics to the income (ex. The yearly income is changed based on how "smart" the previous actions were).

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