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I am currently creating an android game using Unity 3.4 Android. I was just curious how you would go about making my app a "trial" version with an option on the android market to purchase either a full version unlock key, or a product key. I figured one way was to just release a demo version of the game that only had a level or 2 included with it and then release a full version of the game that the user would pay for. Any thoughts?
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I think the general approach is the latter one you mentioned. I see apps behave that way on the market all the time - where there's some kind of free "appetizer"-version, and then a full version of the same program that costs something. It's almost never unlock/key based. I think restricting the available levels to one or two is probably a lot easier for you to program as well - You can simply make a build where you remove check marks from those Scenes in the Build Settings. If you make the solution unlock/key based, then you have to add conditionals in the code that checks for the key all the time to make sure the user can't access restricted material. As a finishing comment, since the market distributes apps only and not files of data, you'd have to make the key an app, i.e. a key-generator that people would then pay to download. And once that's done, what stops one user from sharing the generated key, or running the generator again to generate a different key? It would have to involve some sort of webservice-based security that makes sure generated keys are unique, and tracks a key's status as either used or unused. Nah, screw that. Go with the 2-level trial. ;) haha didnt see the comment field at first. thanks for the advice ill definitely take the demo/full version route then. It does seem alot easier.
Aug 10 '11 at 04:06 AM
messyfresh
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