Congratulations! You have created a game and it's doing well. Once reaching engagement level 10 your game will be eligible to include HypeX transactions.
Adding in-app purchases is a pretty straight forward process but you'll want to implement them carefully to ensure your players get what they pay for.
In this video @shogun shows how to implement a simple in-app purchase set up into a game.
It is important to ensure that your instructions are clear and easy to use so players feel confident and secure when making any transactions.
The Purchase Node can be found in the Meta logic category only after the game being edited has reached engagement level 10.
The Node only has 4 parameters but's all 4 will be needed to create an in-app purchase.
Parameter | Description |
---|---|
Execute | Executes the node and opens confirm popup for the player |
Price | HypeX price for the item |
Text | Text name for the in-game purhcase item |
On purchased | Will be executed when player successfully puchases the item. |
There are many different types of purchases that can be built into your games. For the purposes of this example we will focus mainly on the purchase process, additional logic will be required to create the systems needed to support whatever it is you are selling to players.
Like most Nodes the Purchase Node needs to be executed to perform it's function. In most cases this will likely come from a button output in the UI node but any Node output can execute it. The source of the executing link should always make it clear to the player that tapping it begins the purchase flow.
Displaying the HypeX icon and the cost of the item is a good best practice for buttons that initiate a purchase
Note that executing the Purchase Node does not immediately execute the player's purchase. There is an additional pop-up that will allow the player to confirm the HypeX price and what they are getting for it.
Steps:
To set the HypeX price simply edit the value in the Purchase Node.
Note that this value can also be pulled from another Node allowing you to have dynamic pricing of items. For example, perhaps you implement a purchase where the player can choose how much they want to pay for the item.
The Text will appear in the confirmation pop-up as the name of the thing being purchased.
when testing your purchase logic in the editor “TEST MODE” appears in the pop-up
The On Purchase Output will be executed once the player has confirmed the purchase in the pop-up.
There are many potential links to make here depending on what the player is purchasing. For this example we will output a value of 1 to a Number Node that is tracking if the purchase has been made.
Steps:
If what the player is purchasing is intended to be permanent, such as a player skin, it is crucial that a record of the purchase is saved so that the player retains the skin every time they return to your game.
Steps:
Check Player Save Settings for more info on working with these menus.