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How would you guys do in-game transactions for PC?

Discussion in 'General Discussion' started by LtGamers-Laurence, Aug 1, 2018.

  1. LtGamers-Laurence

    LtGamers-Laurence

    Joined:
    Apr 19, 2015
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    Title says it all. I am currently making a first person multiplayer free2play game how ever i am wanting to allow my skin system to work with in-game transactions. How would you guys do it? Does unitys in-game transaction system work for PC,MAC,LINUX?
     
  2. Ryiah

    Ryiah

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    Kiwasi likes this.
  3. LtGamers-Laurence

    LtGamers-Laurence

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    Thank you. I have already used steams system how ever i am wanting something more standalone.
     
  4. LtGamers-Laurence

    LtGamers-Laurence

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    Anyone have any other suggestions?
     
  5. Murgilod

    Murgilod

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    So you're not publishing to Steam then?
     
  6. LtGamers-Laurence

    LtGamers-Laurence

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    I am not sure about this project. Which is why i would a solution other then steam.
     
  7. Kiwasi

    Kiwasi

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    Dec 5, 2013
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    Is the non steam market really big enough to justify any other system of micro transactions?

    It might make sense to write your own if you are a Blizzard or an EA. But I really don't see enough revenue coming in for an indie to justify taking on the risk of building your own micro payments system. You'll want to find a third party system and palm the risk off to them.

    No. Its only designed for mobile platforms.
     
  8. LtGamers-Laurence

    LtGamers-Laurence

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    See i can write my own system quite easily my own problem comes down to security.
     
  9. angrypenguin

    angrypenguin

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    That's likely the risk @Kiwasi was referring to in the first place.

    Anyway, if you look into "Backend as a Service" providers many of them include transaction and/or purchase management, so you don't have to build your own.

    In response to the Steam or not-Steam thing, I'd consider both. It's a bit of a pain, but no more pain than any other kind of cross-platform support.
     
  10. Joe-Censored

    Joe-Censored

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    2,996
    I would make this decision first. Steam requires all in game purchases to go through their system, so if you implement an alternative system you would have to disable it and implement Steam's system if you decide to publish on Steam. That's potentially a lot of wasted work if you end up only publishing through Steam.
     
    angrypenguin and Kiwasi like this.
  11. LtGamers-Laurence

    LtGamers-Laurence

    Joined:
    Apr 19, 2015
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    32
    Hmm yeah true. Thanks for the advice
     
  12. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,322
    Check out XSolla payments, or take a look at Paypal's API.

    You could also create a website for your game, and players can top up their account with 'credits' or something which can be used to buy IAP's in game, then just link the balance on the website with the players in-game balance.

    At the end of the day, don't ask for credit card details in-game, most players will never trust that. Redirect them to a payment gateway instead.