This all hit home for my daughter when her account was hacked and she was afraid she had lost her hard-earned prom dress! She was in pieces, all that work and someone had the ability to just take her stuff without putting in any effort. It begins to feel like a habit and a right, rather than earning the money. It is similar to giving pocket money based on chores, however here still there is a slight detachment from the value. If they have to “work” and show commitment to earn the money to get the things they want, then they start to see the value. Games like this can help kids start to understand the value of money, without as much risk of losing real money. She had not just been handed them on a plate, so they had meaning to her. Suddenly, she had an understanding that the credits represented effort. It had been hard work to earn those credits and did she really want to spend them all at once. I then secretly bought her the rest of the credits.
The pride she was feeling at this stage was very gratifying to behold. Every night she spent an hour doing limbo to earn the money! The Eureka! MomentĪfter a few nights, she was just 1000 credits away from earning her. She took it well, she understood and started to earn the credits. If she earned most of the credits, would I boost her with maybe £2 of credits? That way she had to earn some and I would be rewarding her for that. Of course, she asked me if I would buy her the credits. You could buy 30,000 credits for about £10. Of course, the game offered another option. She wanted to be prom queen and needed to earn 30,000 credits to buy the best dress. One of the mini-games that the eldest was playing in Roblox had her earning in-game currency doing menial jobs (limbo competitions…).
Don’t get me wrong, we still hate Roblox, but for many other reasons! The Teaching Moment It made us hate the games beyond all reasonable emotions!īut eventually, we saw it as an opportunity. She wanted a new top in the game, she needed a new pet, her house needed a new sofa etc etc etc. When she first started playing, we would get daily requests for money to buy virtual currency. One currency can be earned via in-game activities, the other needs to be bought with real money. Both of these have a two-tier virtual currency system. She likes to play games such as Roblox and Animal Jam. This is not much different from any other kids if we are honest, but it is particularly bad for her as she just doesn’t get the value of money at all. As soon as she has it, it needs to be spent.
This, added to the fact she is 11, means that money is a very abstract concept for her. This means she struggles with, among other things, understanding magnitude. This is especially true for our eldest daughter who has dyscalculia. There are many reasons for this, but one of them is a concern about their understanding of the value of money. Edit: Monogame is version 3.We don’t give our daughters pocket money. It’s still pretty strong, but it’s quite cluttered. I’m using a 5 year old Windows 8.1 gaming device with latest Nvidia drivers(I don’t think because it’s for 3d). There is currently nothing but the player class, default stuff and a class for collision objects.
So my question is, should this be something I should be worried about in the future? Or is it simply my PC that gives this problem and the project should work fine on other devices. In the end, I simply decided to pull out razor cortex and ran the game boost, which reduced the lag spikes to once every few seconds and they are barely visible. Basically, my player character moves around 5 pixels smoothly, then teleports another 15. I added basic player movement and ran the game, only to be horrified by the lag-spikes that happen once every few frames. Recently, I decided to make the switch from GM to Monogame and am beginning to code my first project.