I’ve seen plenty of games use this feature, such as Murder Mystery 2, Bubble Gum Simulator, etc. and I wonder how I would go about making this?
For example,
Tier 1 - 100 [Purchase]
Tier 2 - 250 [Purchase]
and so on…
Anything would help, even some basis on it, thanks.
My game already has data set up, so no need to worry about that. I just need to know how would I make a tier system that would move up a tier once a player has purchased the previous one.
Not a case system or anything percentage based. Just a simple tier system that you would buy with your currency.
Say for instance there are 100 tiers, you would have to purchase your way up that tier for the final product.
The problem is, I don’t know how to make it to where once a tier is purchased, the next tier would be available and the one they just purchased would be locked.
I think I figured it out, but i’m just wondering from the UI part would probably just loop through all the tiers, and have the tier list be implemented into my datastore and just check to see if the purchase is false.
You’ll have to store the current tier somewhere in your stats system, and then you can do like:
item[“t”…tier+1]
to easily reference it. You’ll also want to make sure it’s not max tier before doing so, because it’d error if for example they are tier 2, because t3 doesn’t exist.