Game Development Community

[discussion] In App purchase

by Eyal Erez · in Torque 2D for the iPhone · 10/22/2009 (9:54 pm) · 10 replies

Just wondering if anyone try In App purchase for their games?
Sounds like it could work well for some games instead of the full/lite version combo.

#1
10/22/2009 (10:26 pm)
I've looked a little bit into Urban Airship, but I haven't tried integrating yet. I've also thought about implementing my own custom FTP solution... but again, just thoughts! :)
#2
10/22/2009 (10:32 pm)
Sounds like it can work nicely for your kart game. give the app for free with one track and one kart. then inApp purchase for the rest of the goodies.
#3
10/23/2009 (12:04 am)
Oh ya, that's exactly why I have looked into it. I'm just dropping the ball thus far. If someone else has done it in iT2D (or even just TGB), that would be fabulous to learn from.
#4
10/23/2009 (12:12 am)
Interesting topic this, actually in the iPhone circles its a weird one, if an application is a one shot free game, but the whole game can be purchased in game, does it go in free game or paid game (in the store) :)

Its tricky, but it does raise some cool possibilities. What i wonder is where the data gets stored, seeing as you cannot modify the bundle or the sandbox, only the documents folder. Storing all the data in the application document location seems weird , but maybe theres an application data folder in the next update? Speculation :P
#5
10/23/2009 (12:12 am)
this is a Great improvement on Apple's part to the whole app scenario.
#6
10/23/2009 (12:25 am)
Sven, I believe that if you have a free game with one functioning level and the rest can be purchased ingame it is still considered a free app. Apple even recommended that this solution will be used instead of the lite version.

As far as data, from what I've read. you can have all the levels already in the game bundle in locked state. then a callback will be issued when the user has made purchase, which lets you know when to unlock these levels. There are also callbacks that you can call to verify what has been purchased.
#7
10/23/2009 (1:43 am)
Apple added top grossing lists, which would include in-app sales if I understood it right. So there's that. But free initial price goes in free lists.
#8
10/23/2009 (6:31 pm)
another possible benefit of this would be to get your free app under 10mb in size, allowing download over 3g...then have available for purchase each additional level (hopefuly each level also under 10mb) - seems like this would be a huge help for sales.
#9
10/23/2009 (6:43 pm)
yes, adding more data would be really nice. my 10Mb problem is never the levels. its the damn music taking 1.3Mb for 60sec on 8bit 11k.
Maybe I could sell extra levels, and sneak in a new .wav track.
#10
10/23/2009 (10:41 pm)
I've seen a few games offer the music as optional downloads, and sound packs as part of the full version upgrade (Aftershock has levels+more effects as its sole purchase).