Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting.
Expert blueprint for idle/clicker games with exponential progression and prestige mechanics.
1.5e300) to prevent INF crashes at 1e308.Timer nodes for revenue generation; strictly use a manual accumulator in _process(delta) to prevent drift during frame fluctuations.Cost = BasePrice * pow(GrowthFactor, OwnedCount) (industry standard 1.15x).==); strictly use is_equal_approx() or >= to prevent "stuck" progress due to precision loss.to_int(); strictly use to_float() or a dedicated BigNumber parser.OS.low_processor_usage_mode = true to preserve battery life.MultiMeshInstance for click-feedback.text property; strictly use append_text() to prevent main thread blocking.seconds_offline * total_revenue using system UNIX timestamps (Time.get_unix_time_from_system()).Time.get_ticks_msec(); strictly use Persistent UNIX timestamps as ticks reset on app restart.RefCounted or Resource objects for lightweight, serializable logic.| Phase | Skills | Purpose |
|---|---|---|
| 1. Math | godot-gdscript-mastery | Handling numbers larger than 64-bit float |
| 2. UI | godot-ui-containers, labels | Displaying "1.5e12" or "1.5T" cleanly |
| 3. Data | godot-save-load-systems | Saving progress, offline time calculation |
| 4. Logic | signals | Decoupling UI from the economic simulation |
| 5. Meta | json-serialization | Balancing hundreds of upgrades via data |
Standard float goes to INF around 1.8e308. Idle games often go beyond.
You need a custom BigNumber class (Mantissa + Exponent).
# big_number.gd
class_name BigNumber
var mantissa: float = 0.0 # 1.0 to 10.0
var exponent: int = 0 # Power of 10
func _init(m: float, e: int) -> void:
mantissa = m
exponent = e
normalize()
func normalize() -> void:
if mantissa >= 10.0:
mantissa /= 10.0
exponent += 1
elif mantissa < 1.0 and mantissa != 0.0:
mantissa *= 10.0
exponent -= 1
The core entities that produce currency.
# generator.gd
class_name Generator extends Resource
@export var id: String
@export var base_cost: BigNumber
@export var base_revenue: BigNumber
@export var cost_growth_factor: float = 1.15
var count: int = 0
func get_cost() -> BigNumber:
# Cost = Base * (Growth ^ Count)
return base_cost.multiply(pow(cost_growth_factor, count))
Calculating gains while the game was closed.
# game_manager.gd
func _ready() -> void:
var last_save_time = save_data.timestamp
var current_time = Time.get_unix_time_from_system()
var seconds_offline = current_time - last_save_time
if seconds_offline > 60:
var revenue = calculate_revenue_per_second().multiply(seconds_offline)
add_currency(revenue)
show_welcome_back_popup(revenue)
Resetting generators but keeping prestige_currency.
func prestige() -> void:
if current_money.less_than(prestige_threshold):
return
# Formula: Cube root of money / 1 million
# (Just an example, depends on balance)
var gained_keys = calculate_prestige_gain()
save_data.prestige_currency += gained_keys
save_data.global_multiplier = 1.0 + (save_data.prestige_currency * 0.10)
# Reset
save_data.money = BigNumber.new(0, 0)
save_data.generators = ResetGenerators()
save_game()
reload_scene()
Displaying 1234567 as 1.23M.
static func format(bn: BigNumber) -> String:
if bn.exponent < 3:
return str(int(bn.mantissa * pow(10, bn.exponent)))
var suffixes = ["", "K", "M", "B", "T", "Qa", "Qi"]
var suffix_idx = bn.exponent / 3
if suffix_idx < suffixes.size():
return "%.2f%s" % [bn.mantissa * pow(10, bn.exponent % 3), suffixes[suffix_idx]]
else:
return "%.2fe%d" % [bn.mantissa, bn.exponent]
Timer nodes for revenue generation (drifting). Use _process(delta) and accumulate time..tres files to define every generator (Farm, Mine, Factory) so you can tweak balance without touching code.float for money. Fix: Use BigNumber implementation immediately.