How do I properly plan for In-App-Purchase Integration?

kaanukikaanuki Member Posts: 154
edited January 2013 in Working with GS (Mac)
Hi.

I am approaching the stage in my development where I will need to know which items I will be making available via IAP. Since I am a new game app developer, I am not very familiar yet with the correct way of integrating IAP. My first and main question is - Do I need to build all of the logic into my game now for items that I will be making available in the future? For example - If later on I decide to add a 'nuclear rocket propeller' as an new weapon, will the code for how that rocket propeller works have to exist in my code now? Or will I have to create new updated app builds with the code for the new weapon, and submit them to Apple?

Thanks.

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    edited January 2013
    Also - For future reference, we have a few video tutorials on the subject over at http://gshelper.com
  • kaanukikaanuki Member Posts: 154
    Yes - IAPs were planned from the get go. After development, we now have a better idea of how we would like to implement them.

    @Braydon - Thanks, I have seen a few of them and found them very helpful.
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    @kaanuki - Cheers man - If you have any issues setting them up, just let us know by email. (sales@gshelper.com)
  • kaanukikaanuki Member Posts: 154
    @Braydon_SFX - What Rules and Code do your add to your games to ensure that a newly purchased IAP (coins for example) are immediately added to the current total and not mistakenly counted again. Also - how would you prevent a user from spending the coins and then hitting the "Recover IAP" button that you mentioned (or is the Recover button only for non-consumables?)

    Thanks.
  • kaanukikaanuki Member Posts: 154
    edited January 2013
    @uptimistik - That does clear it up as far as adding additional items.

    Thanks.
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