thedivergentai/game-design-agentic-skills

godot-economy-system

Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation cont…

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How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-economy-system

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  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

Decision Tree: Currency Representation

Economy typeStore asWhy
Soft currency (gold, scrap) with UI decimals`int` cents / smallest unitExact math; display value / 100.0
Premium / idle quantities >> 2^31BigInt / multi-limb int (or carefully scaled float only if approx OK)32-bit int caps ~2.1B
Multiplayer / persistent walletAuthoritative `int` (or BigInt) on serverClient never finalizes spends
Prices with fractional display onlyStill int smallest unitAvoid 0.1 + 0.2 float drift

NEVER mix "use float for money" and "never use float for money" without this tree — pick one column and stick to it.

NEVER Do in Economy Systems

  • NEVER skip buy/sell spread — Same buy/sell price = infinite money.
  • NEVER skip currency sinks — Repairs, taxes, fees, consumables prevent inflation.
  • NEVER validate spends only on the client — Server/host is source of truth in multiplayer.
  • NEVER hardcode loot weights in scripts — Use Resources (loot_table_weighted.gd).
  • NEVER subtract before `current >= amount` — Underflow / negative wallets corrupt saves.
  • NEVER let UI mutate balances directly — UI requests; wallet_manager_singleton.gd / transaction_manager.gd decides.
  • NEVER ignore transaction logs in serious RPGs — Audit trail for missing currency.
  • NEVER exceed max caps without clamping — Cap before wrap / overflow.

Golden Path (MANDATORY)

  1. currency_resource.gd — denomination metadata
  2. wallet_manager_singleton.gd — balances + signals
  3. transaction_manager.gd — validated spend/grant pipeline
  4. Shop / loot / UI only after wallet+transactions exist

Delete ad-hoc EconomyManager gold tutorials — do not re-inline wallet logic in scenes.

Decision Points → Scripts

TaskLoadDo NOT Load
Balances / Autoload walletwalletmanagersingleton.gdInline gold ints on Player
Spend/grant validationtransaction_manager.gdUI calling gold -= n
Shop buy/sell + stockshopitemdata.gd + shopsystemlogic.gdEqual buy/sell prices
Sales / reputation pricingdynamicpricemodifier.gd—
Weighted lootloottableweighted.gdHardcoded % in enemy scripts
Loot → wallet bridgelootdropeconomy_bridge.gd—
HUD synccurrencylabelsync.gdPolling wallet in _process without signals
Save walleteconomypersistencehandler.gd—
Pickup VFXcurrencypickupeffect.gd—
Multi-item bartertradecontractresource.gd—

Available Scripts (full catalog)

Elite Deltas

MANDATORY for GPM logging, dynamic valuation, and moved shop/loot tutorials: economy-elite-patterns.md. Do NOT Load for wallet + transaction golden path only.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Resources — Currencies, shop items, loot tables, and trade contracts belong as shareable Resource assets so designers can retune prices and drop weights without code changes.
  • Resource — Use duplicate() when applying runtime price modifiers or per-merchant stock so one shop cannot mutate the shared .tres template for every vendor.
  • GDScript exports — @export buy/sell spreads, stock caps, currency ids, and loot weights so economy balance stays Inspector-driven.
  • Singletons (Autoload) — A WalletManager Autoload is the engine-supported pattern for balances that must survive scene changes (world ↔ shop ↔ menu).
  • Autoloads versus regular nodes — Keep global wallet state in Autoload; keep merchant UI and one-off shop logic as scene nodes so tests and multiplayer authority stay composable.
  • Using signals — Emit balance_changed / transaction_failed so HUD labels and pickup VFX subscribe without writing wallet balances from the UI.
  • Saving games — Persist wallet dictionaries (and stocked shop state) with the rest of progression data; never leave soft currency only in memory.
  • FileAccess — Read/write save payloads that include economy blobs; pair with project user:// paths for player-writable balance files.
  • JSON — Serialize currency_id → amount dictionaries as JSON-compatible structures for transparent save/load and analytics dumps.
  • Random number generation — Weighted loot and drop rolls must use Godot RNG APIs (randf, seeded RNG) rather than ad-hoc modulo hacks.
  • RandomNumberGenerator — Seedable RNG instances make loot-table Monte Carlo and deterministic balance tests reproducible.
  • High-level multiplayer — Spend/grant validation must be authoritative on the server; clients request transactions and apply confirmed balance RPCs only.

Related Skills

Prerequisites

  • godot-resource-data-patterns — Currency, ShopItem, LootTable, and TradeContract definitions are Resource-first; load this before inventing parallel data formats for prices and drops.
  • godot-autoload-architecture — WalletManager as Autoload needs disciplined ownership, init order, and namespacing so economy state does not become a god-object dump.
  • godot-signal-architecture — Balance and transaction signals must stay “signal up / call down” so UI never mutates the wallet directly.
  • godot-gdscript-mastery — Typed Resources, Dictionary wallets, and atomic purchase helpers assume solid GDScript patterns (guards before subtract, no float money).

Complements

  • godot-inventory-system — Buy/sell and barter are atomic wallet↔inventory exchanges; stock and capacity checks belong with inventory, not only with price math.
  • godot-save-load-systems — Economy persistence handlers should plug into the project save schema (versioning, migrate, encrypt premium balances if needed).
  • godot-rpg-stats — Charisma/reputation discounts and sink costs (repairs) need a consistent modifier layer rather than hardcoding multipliers in the shop UI.
  • godot-ui-containers — Shop screens and currency HUD layouts should bind to wallet signals; containers own presentation, WalletManager owns truth.
  • godot-quest-system — Quest gold rewards and turn-in sinks are major currency sources/sinks; wire rewards through the transaction API, not ad-hoc gold +=.
  • godot-combat-system — Loot-drop bridges listen to combat/loot events and grant funds without embedding economy rules inside damage pipelines.

Downstream / consumers

  • godot-monte-carlo-balancer — After sinks, loot weights, and shop spreads are Resource-driven, Monte Carlo farm/career sims prove inflation and time-to-afford bands before shipping curves.
  • godot-multiplayer-networking — Predicted UI spends and authoritative grant/spend RPCs build on the wallet’s request/validate/apply split.
  • godot-genre-idle-clicker — Idle/prestige currencies and sink loops assemble this skill with long-horizon balance and offline accrual genre glue.
  • godot-genre-action-rpg — Action-RPG shops, crafting sinks, and drop economies compose wallet + inventory + loot tables for progression pacing.

Master

  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

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