Like the title says, how should I implement a currency system with Google’s latest in-app billing v3.
The basics:
I have currency.
This currency is earned or purchased.
Currency is given to players periodically.
Currency can be purchased in lots (1,5,10,20,50,100) or atleast that is what I wanted.
Google Play v3 forces you to store ownership details of consumable items on their servers.
You can not purchase the same item over until it is consumed first, removed from ownership according to google, and therefore not possessed in your game any more.
This presents some really painful problems to resolve if I am understanding this correctly. Unless I can I just consume the “lot of currency” item purchased immediately after purchase? And if I do that but I don’t yet have a server implementation to store player data, will that present a problem upon submission?
How else could you handle it?
Do you make a ton of “duplicate” store items to handle the players ability to make multiple purchases of the same item should he want to restock? Can you make free items that are tracked?
What if the player buys a 100 pack, uses 99. Then uninstalls and moves to another device? He’ll get all 100 back. How do you handle that?
So how should I manage purchased currency? Can anyone suggest any decent strategies to handle this?
Thanks,
Gullie