Archive for the ‘dimeRocker’ Category

drMarketplace, Github, Web Tweaks

Tuesday, July 20th, 2010

I’ve tweaked the site a bit. See if you can find all the changes! The most significant ones are these:

Github

Github is a popular site for social coding. It allows for anyone to view and branch a project that I’ve put up. This means that something like PHPHandler or the Unity-Facebook project doesn’t rest solely in my hands. If I’m not making much progress, someone could pick up where I left off and continue, making the project much stronger. Open source, source control, social coding. Not just a handful of buzz words, but a revolutionary idea in software development.

drMarketPlace

The dimeRocker Marketplace example that I’ve written about before has been added to Github. The full Unity project is there both as source and as a download. I haven’t written anything in the way of a tutorial or walkthrough yet, so you’ll need to get your shovel nice and sharp before you begin digging. I have fully commented the source, so it should help a bit. Be sure to check out the wiki for this project, which will show you what your Stack setup should look like.

dimeRocker Marketplace: Micropayments

Friday, July 9th, 2010

The grand finale. Micropayments are now in the Marketplace demo. Here I’m showing a number of things that are common with micropayment systems in browser games. The first is the dual currency system. Up until now the stores have been using the Bucks, or premium currency, bought with real money. Now we’ll be using the game currency, Coins. We can use premium currency to buy game currency, which is earned by playing the game. This allows less frequent players an opportunity to catch up to more dedicated players.

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dimeRocker Marketplace: Subscriptions

Tuesday, July 6th, 2010

I’ve added to the Marketplace demo with a working subscription system. Many online games provide subscriptions which enable additional content, features, or both. Subscriptions, in my opinion, are one of the strongest business models. The traditional, one-time purchase may be fine for a standalone game, but online games have monthly, reoccurring fees (servers, bug fixes, continual development). I prefer the subscription over micropayments because I like the idea that real money can, in no way, influence anything inside the game.

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dimeRocker Marketplace: Retail Store

Sunday, July 4th, 2010

I’ve put together a Marketplace demo for dimeRocker’s monetization options. The demo will have micropayments, retail (one-time purchase), and subscriptions. I’ve put a live version of this app on Facebook, so you can see it in action. Right now, I have the retail portion implemented, with the other two coming in the next couple days.

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