Forum Discussion
warrenEBB
6 years agoProtege
tutorial / tips on setting up IAP (in app purchases) or DLC?
Hi all,
I'm making a quick little demo of a concept. It'd be cool to leave the door open to expand on it later if an audience arrives. I'd call this "leaving hooks so i can leverage DLC later." Just curious if anyone would recommend a tutorial or blog that lays this out?
I haven't yet put an app up for sale, much less tackled DLC concepts before, so I'm not sure where to start.
(Well, i found this thread https://forums.oculusvr.com/developer/discussion/42655/oculus-in-app-purchase-not-working-null-reference
- but the dev page it links to no longer exists... and it was really just a brief problem with the process failing, not an overview of the whole concept of how to tackle this process)
example: I like what the "Dispatch" title did with their in app purchase: Play part of the game for free, then if you want to finish the story, here's a quick and easy IAP to unlock it. Hoping to set something like that up. (i've planned out all the levels and scripted most of them - but i don't want to waste time developing all the assets if people don't find (or like) the basic core gameplay idea.)
Hoping i could publish a free demo that is just the first level, and the other 10 levels are greyed out boxes with a message like "We have the rest of the game's story mapped out. If you liked this free demo, let us know (maybe even leave a positive review)! If we get more than 50 interested players, we'll polish off the rest of the game and offer it for less than $5", then (maybe) update this free demo later to replace that message with something more like "Like this gameplay demo? click here to get the rest of the story for $3.99"
maybe this could all be patched in, so don't sweat it now?
Or is there some important mechanism or SDK component I need to include in the free demo (that can't just be patched in later)?
I'm making a quick little demo of a concept. It'd be cool to leave the door open to expand on it later if an audience arrives. I'd call this "leaving hooks so i can leverage DLC later." Just curious if anyone would recommend a tutorial or blog that lays this out?
I haven't yet put an app up for sale, much less tackled DLC concepts before, so I'm not sure where to start.
(Well, i found this thread https://forums.oculusvr.com/developer/discussion/42655/oculus-in-app-purchase-not-working-null-reference
- but the dev page it links to no longer exists... and it was really just a brief problem with the process failing, not an overview of the whole concept of how to tackle this process)
example: I like what the "Dispatch" title did with their in app purchase: Play part of the game for free, then if you want to finish the story, here's a quick and easy IAP to unlock it. Hoping to set something like that up. (i've planned out all the levels and scripted most of them - but i don't want to waste time developing all the assets if people don't find (or like) the basic core gameplay idea.)
Hoping i could publish a free demo that is just the first level, and the other 10 levels are greyed out boxes with a message like "We have the rest of the game's story mapped out. If you liked this free demo, let us know (maybe even leave a positive review)! If we get more than 50 interested players, we'll polish off the rest of the game and offer it for less than $5", then (maybe) update this free demo later to replace that message with something more like "Like this gameplay demo? click here to get the rest of the story for $3.99"
maybe this could all be patched in, so don't sweat it now?
Or is there some important mechanism or SDK component I need to include in the free demo (that can't just be patched in later)?
1 Reply
- warrenEBBProtegewell wait a sec, this seems to be exactly what I was looking for : https://developer.oculus.com/documentation/platform/latest/concepts/dg-iap/?locale=en_US
(though i'm still curious if anyone would recommend any further tutorial or tips on this)
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