monetization-systems

安装量: 37
排名: #18880

安装

npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill monetization-systems

Monetization Systems Monetization Models CHOOSING YOUR MODEL: ┌─────────────────────────────────────────────────────────────┐ │ GAME TYPE → RECOMMENDED MODEL │ ├─────────────────────────────────────────────────────────────┤ │ Story-driven / Single play → PREMIUM ($10-60) │ │ Competitive multiplayer → F2P + Battle Pass │ │ Mobile casual → F2P + Ads + Light IAP │ │ MMO / Live service → Subscription + Cosmetics │ │ Indie narrative → Premium + Optional tip jar │ └─────────────────────────────────────────────────────────────┘

ETHICAL PRINCIPLES: ┌─────────────────────────────────────────────────────────────┐ │ ✅ DO: ❌ DON'T: │ │ • Cosmetics only • Pay-to-win │ │ • Clear pricing • Hidden costs │ │ • Earnable alternatives • Predatory targeting │ │ • Transparent odds • Gambling mechanics │ │ • Respect time/money • Exploit psychology │ │ • Value for purchase • Bait and switch │ └─────────────────────────────────────────────────────────────┘

IAP Implementation // ✅ Production-Ready: Unity IAP Manager public class IAPManager : MonoBehaviour, IStoreListener { public static IAPManager Instance { get; private set; }

private IStoreController _storeController;
private IExtensionProvider _extensionProvider;

// Product IDs (match store configuration)
public const string PRODUCT_STARTER_PACK = "com.game.starterpack";
public const string PRODUCT_GEMS_100 = "com.game.gems100";
public const string PRODUCT_BATTLE_PASS = "com.game.battlepass";
public const string PRODUCT_VIP_SUB = "com.game.vip_monthly";

public event Action<string> OnPurchaseComplete;
public event Action<string, string> OnPurchaseFailed;

private void Awake()
{
    if (Instance != null) { Destroy(gameObject); return; }
    Instance = this;
    DontDestroyOnLoad(gameObject);

    InitializePurchasing();
}

private void InitializePurchasing()
{
    var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());

    // Consumables
    builder.AddProduct(PRODUCT_GEMS_100, ProductType.Consumable);

    // Non-consumables
    builder.AddProduct(PRODUCT_STARTER_PACK, ProductType.NonConsumable);

    // Subscriptions
    builder.AddProduct(PRODUCT_VIP_SUB, ProductType.Subscription);
    builder.AddProduct(PRODUCT_BATTLE_PASS, ProductType.Subscription);

    UnityPurchasing.Initialize(this, builder);
}

public void BuyProduct(string productId)
{
    if (_storeController == null)
    {
        OnPurchaseFailed?.Invoke(productId, "Store not initialized");
        return;
    }

    var product = _storeController.products.WithID(productId);
    if (product != null && product.availableToPurchase)
    {
        _storeController.InitiatePurchase(product);
    }
    else
    {
        OnPurchaseFailed?.Invoke(productId, "Product not available");
    }
}

public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
    var productId = args.purchasedProduct.definition.id;

    // Validate receipt (server-side recommended for security)
    if (ValidateReceipt(args.purchasedProduct.receipt))
    {
        // Grant the purchase
        GrantPurchase(productId);
        OnPurchaseComplete?.Invoke(productId);
    }

    return PurchaseProcessingResult.Complete;
}

private void GrantPurchase(string productId)
{
    switch (productId)
    {
        case PRODUCT_GEMS_100:
            PlayerInventory.AddGems(100);
            break;
        case PRODUCT_STARTER_PACK:
            PlayerInventory.UnlockStarterPack();
            break;
        case PRODUCT_BATTLE_PASS:
            BattlePassManager.Activate();
            break;
    }
}

// IStoreListener implementation...
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
    _storeController = controller;
    _extensionProvider = extensions;
}

public void OnInitializeFailed(InitializationFailureReason error) { }
public void OnPurchaseFailed(Product product, PurchaseFailureReason reason) { }

}

Battle Pass Design BATTLE PASS STRUCTURE: ┌─────────────────────────────────────────────────────────────┐ │ SEASON LENGTH: 8-12 weeks │ │ TIERS: 100 levels │ │ XP PER TIER: 1000 (increases gradually) │ ├─────────────────────────────────────────────────────────────┤ │ FREE TRACK: │ │ • Common rewards every 5 levels │ │ • 1-2 rare items mid-season │ │ • Currency to buy next pass (partial) │ ├─────────────────────────────────────────────────────────────┤ │ PREMIUM TRACK ($10): │ │ • Exclusive skin at level 1 (instant value) │ │ • Premium rewards every level │ │ • Legendary items at 25, 50, 75, 100 │ │ • Enough currency to buy next pass (with effort) │ ├─────────────────────────────────────────────────────────────┤ │ XP SOURCES: │ │ • Daily challenges: 500 XP │ │ • Weekly challenges: 2000 XP each │ │ • Playtime: 50 XP per match │ │ • Special events: Bonus XP weekends │ └─────────────────────────────────────────────────────────────┘

Economy Design DUAL CURRENCY SYSTEM: ┌─────────────────────────────────────────────────────────────┐ │ SOFT CURRENCY (Gold/Coins): │ │ • Earned through gameplay │ │ • Used for: Upgrades, basic items, consumables │ │ • Sink: Level-gated purchases, repair costs │ ├─────────────────────────────────────────────────────────────┤ │ HARD CURRENCY (Gems/Diamonds): │ │ • Purchased with real money │ │ • Small amounts earnable in-game │ │ • Used for: Premium cosmetics, time skips │ │ • NEVER required for core gameplay │ └─────────────────────────────────────────────────────────────┘

PRICING PSYCHOLOGY: ┌─────────────────────────────────────────────────────────────┐ │ $0.99 - Impulse buy, low barrier │ │ $4.99 - Starter pack sweet spot │ │ $9.99 - Battle pass standard │ │ $19.99 - High-value bundles │ │ $49.99 - Whale offering (best value/gem) │ │ $99.99 - Maximum purchase (regulations) │ └─────────────────────────────────────────────────────────────┘

Key Metrics MONETIZATION KPIS: ┌─────────────────────────────────────────────────────────────┐ │ CONVERSION RATE: 2-5% (F2P) │ │ ARPU: $0.05-0.50/DAU (casual mobile) │ │ ARPPU: $5-50/paying user │ │ LTV: Should exceed CPI by 1.5x+ │ ├─────────────────────────────────────────────────────────────┤ │ HEALTHY INDICATORS: │ │ ✓ D1 retention > 40% │ │ ✓ D7 retention > 20% │ │ ✓ Conversion > 2% │ │ ✓ LTV/CPI > 1.5 │ │ ✓ Refund rate < 5% │ └─────────────────────────────────────────────────────────────┘

🔧 Troubleshooting ┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Low conversion rate (< 1%) │ ├─────────────────────────────────────────────────────────────┤ │ ROOT CAUSES: │ │ • IAP offers too expensive │ │ • Poor first purchase experience │ │ • No perceived value │ │ • Wrong timing │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Add high-value starter pack │ │ → Show IAP after engagement hook │ │ → A/B test price points │ │ → Improve soft currency scarcity │ └─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: High refund rate (> 10%) │ ├─────────────────────────────────────────────────────────────┤ │ ROOT CAUSES: │ │ • Unclear what purchase provides │ │ • Buyers remorse (poor value) │ │ • Accidental purchases │ │ • Technical issues │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Add purchase confirmation │ │ → Show exactly what user receives │ │ → Improve purchase value │ │ → Fix any delivery bugs │ └─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Economy inflation │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Add more currency sinks │ │ → Reduce faucets gradually │ │ → Introduce prestige/reset systems │ │ → Create consumable high-end items │ └─────────────────────────────────────────────────────────────┘

Compliance Region Requirement EU Loot box odds disclosure Belgium No loot boxes China Odds, spending limits Japan Kompu gacha banned US COPPA for under-13

Use this skill: When designing monetization, balancing economy, or implementing purchasing systems.

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