In-app billing seems to be an appropriate approach!

I'll download a few of these to try it out.

Thanks
-ac


On Tue, Oct 9, 2012 at 9:55 AM, RichardC <richard.crit...@googlemail.com>wrote:

> Look at (play) the "free" apps in this category:
> https://play.google.com/store/apps/collection/topgrossing
>
> Look at how they manage in-app purchases.
>
>
> On Tuesday, October 9, 2012 1:43:19 PM UTC+1, Andrew Cesario wrote:
>>
>> I am designing my first game for android and I would like to give away
>> the base game which would be downloaded for free. This is a single player
>> rpg, designed for use without internet access.  If people like it they can
>> then buy other maps...like dungeons... or different weapons, scrolls etc..
>>  Different users could purchase the add-on items that they want, based on
>> their choices in the game.  These would cost real money to buy.
>>
>> How can I do this?
>>
>> My thoughts are as follows:
>> 1) UNLOCK approach.
>> Initial download includes the entire software package. Users buy
>> 'licences' directly (like an in app purchase).  When they enter their lic.
>> code, it unlocks the items.  This seems to have a greater potential for
>> hacking.
>>
>> 2) MULTIPLE APP approach.
>> Multiple apps for sale via google play. Use the free app to launch the
>> purchased app if it exists on the device.
>>
>> Any other ides or advice would be appreciated.  Any examples out there??
>>
>> -ac
>>
>>
>>
>>
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