[!NOTE] The development of the Shop System was largely halted midway through production. At the behest of stakeholders looking for more immediate action and gameplay testing, engineering priorities were shifted toward the Time Trial and Target Practice systems. It is worth noting that the intended design for the Shop was to be accessed physically or through the in-world
InteractiveTabletUI, preserving the game’s diegetic interfaces.
Neighborhood Store & Deliveries
Category: Economic Systems
Context: In POV 3.0, the core loop demands that players invest their stolen data and money back into hardware. The Shop System governs the safe-zone economy within the Neighborhood hub, primarily anchored by physical endpoints rather than immediate, abstract inventory menus.
Physical Deliveries
When the player purchases an item (like a new GPU or a custom flashdrive), they do not magically appear in their inventory.
The DeliveryManager orchestrates the transaction physically:
hasObjectBeenPurchased: The network transaction clears.- The item connects to a
deliveryPositioncoordinate within aDeliveryContainerpackage. - The player must physically walk to the package, open it, and grab the item, triggering the
hasObjectedBeenGrabbedstate.
Skyvience & Regional Markups
The GeneralStoreManager.cs currently pilots a neighborhood facade named “Skyvience”.
Unlike flat RPG economies where an item always costs X, the design accounts for vendor extortion. Items pulled through the GeneralStoreManager are subjected to a floating basicMarkup (currently fixed at 0.30f, or 30%). This markup acts as a balancing lever depending on the location of the safehouse, encouraging players to hunt for better black-market networks or accept the convenience tax of the local store.