Currency Store Circuitry / Prompt Player with Currency Store

I work on a room that has an economy system and you can buy currency, and I’ve been attempting to convert all UI in the room from Rec Room interfaces (storefronts) to Rec Room Studio interfaces. I wanted to get rid of currency store buttons in the map due to the fact they look clunky, unappealing, and take up more ink space. I’ve wanted to convert them to look more appealing and persuade the player to want it more, and to just overall make the game look more polished.

I am unhappy though because I cannot pull up a currency store with circuitry, so I’ve instead had to resort to using consumables. This regularly wouldn’t be too big of an issue, but it is overall an inconvenience due to the fact that it is a slower process, inconveniencing the player, it is unreliable, risking the loss of the consumable or currency if an error in the circuitry or server occurs, and it affects daily limits which is my biggest issue, causing me to have to astronomically increase the daily limit of currency so if a player bought a large currency package they would not be ripped off.

TL;DR: A “Prompt Player Currency Store” type of chip would be convenient in making Rec Room Studio and custom currency store interfaces.

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I like this, good catch and suggestion! However, if your workflow supports it, Rooms 2.0 has solved this issue and you can prompt players with purchase prompts using Room Offers.

The chip is called “Show Purchase Prompt”. You can use this in junction with inventory items (an all encompassing way to handle purchased items) and make a currency using that.

Here’s some more chips that may help with turning an inventory item into a currency. A bonus chip in rooms 2.0 is being able to modify the inventory item count by adding or removing from players.

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