I am adding in a shop for my knife themed game, what shop type do you think I should use? An interactive shop (teleport player elsewhere in the game where they can click to purchase knives via models) or a UI shop (click a button that brings in a frame where they can then purchase the knife that way).
As a player which do you prefer and would be most effective in my game.
I’ve started working on a shop design similar to the of KAT, but it will have some differences of course haha.
Do you prefer fullscreen UI shops or just a section of the screen being taken up?
This is like a preliminary image for what I have it as at fullscreen right now. Just imagine shop-like buttons surround the players viewport frame (which updates with the character so you can see them try on knives)
I think a UI shop. For people in the game who are grinding to get coins are a currency fast. Having a shop teleport somewhere else ruins the idea of “grinding”
I like it, I do have a game based on grinding for kills and coins so I can see how doing a teleportation shop would hold the player back. I’m going to wait until I receive some more responses to mark the solution though haha
What I say:
Do a UI shop when you are grinding to get coins (what @Advance_Yourself said). Do an interactive shop if you’re doing a simulator type game.
From what I have read, an mix would be the best, maybe have an interactive shop with GUI elements? Not completely sure, but I definitely think that you could make it work with that.
I prefer a shop UI so I don’t have to teleport or walk across a map and/or lobby to get to it. It just saves time for the player. Depending on your game, you may not want a shop UI though.
I just checked it out, that’s an amazing template for a shop, that’s almost what I had in mind but better. Definitely something I am capable of creating