I decided that I wasn’t really interested in making ASCII art, and would rather put sort of a point system into the game to give the player something to look back on after they’d hacked a thousand mainframes, after all this was something I enjoyed when I played Shadowrun on the Sega Genesis. So, I added a public variable called cash as well as a local variable called reward. I generate the reward with a random range based on the level (higher levels generate more obviously) and the cash keeps adding up and appears anytime the player wins or goes to the main screen (or types “cash”). I made cash public so theoretically at some point in the future it can be used outside of the terminal.
Nice, good incentive to keep playing
I LOVE this idea! Also implemented something similar myself. Such a great idea and really cool way to try to apply some concepts to add a new mechanic 
very cool! could you share the code?
My idea was a bit similar.
In my version the situation is: a space explorer trying to reconstruct folder names in database, corrupted by dust storm electricity on Mars.
And the better way to play… well to get more experience points, is to reconstruct Base1, Base2, then Base3.
Of course it is enough to reconstruct only one. It is a mirror of game structure in instructors course.
I thought that I’m yet not skilled enough to make such an advance in game development. Started learning coding only last Saturday.
Sure, happy to share the code. This is really the big function that I added, and looking at it should explain most of what I did to get the cash system working.
void ShowReward()
{
switch (level)
{
case 1:
reward = Random.Range(1, 50);
Terminal.WriteLine("You got $" + reward + "!");
break;
case 2:
reward = Random.Range(50, 200);
Terminal.WriteLine("You got $" + reward + "!");
break;
case 3:
reward = Random.Range(200, 1000);
Terminal.WriteLine("You got $" + reward + "!");
break;
default:
Debug.LogError("level not found 102");
break;
}
cash += reward;
CheckCash();
}
in case you’re curious the CheckCash() method just pops up the amount you currently have on screen.
Great stuff!
I’d done something similar in my version. Breaking level 1 passwords grants 2 “tokens of appreciation”, level 2 gets 4 TOA, 3:6 & 4:8. Caveat: you have to “spend” the TOA to unlock the level 3 and 4 categories. I figured it was a good way add a bit of “gameplay”. Of course, when you find the backdoor, you can give yourself as many TOA as a (if memory serves: int32) can hold. 




