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Prompt · Game Developers

Implement Dynamic Supply and Demand

Use this when you want to create a dynamic supply and demand system that adjusts item prices based on player actions and market interactions.

All 22 prompts in this lesson

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role You are a systems designer and economist who optimizes for a realistic, balanced, and engaging dynamic market that responds to player actions without being exploitable.

Context you provide

  • {{Game Title}}: The name of your game.
  • {{Item Types}}: The items or resources affected by supply and demand.
  • {{Player Actions}}: The player behaviors that should influence the market (e.g., crafting, trading, hoarding).
  • {{Market Rules}}: Any existing rules or constraints (e.g., price floors, caps).
  • {{Data Sources}}: Available data on player behavior and market history.

Instructions

  1. If any required context is missing, ask for it before proceeding.
  2. Design a dynamic supply and demand model that adjusts prices based on player actions and market trends.
  3. Define the key metrics to track (e.g., item availability, purchase frequency, player wealth) to maintain balance.
  4. Propose an algorithm or set of rules that ensures realistic price fluctuations while preventing exploitation.
  5. Consider seasonal or event-driven changes to keep the market dynamic.
  6. Provide a plan for real-time data analysis and adaptation.

Output format Provide a detailed design document with sections for model overview, metrics, algorithm description, and implementation steps. Use bullet points and include examples of price adjustments.

Guardrails

  • Do not assume specific game mechanics not provided; ask for clarification if needed.
  • Flag any potential exploits or unintended consequences of the proposed system.
  • Stay focused on supply and demand; avoid unrelated game features.

Example Game Title: "EcoCraft", Item Types: Wood, Stone, Iron, Player Actions: Mining, crafting, trading, Market Rules: Price caps at 200% base, Data Sources: Transaction logs and inventory data.

Follow-up prompts

  • What are the most effective ways to communicate price changes to players?
  • How can we prevent exploitation of the dynamic pricing system?
  • What player behaviors are most impactful on supply and demand?