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Swift 3 Game Development

You're reading from   Swift 3 Game Development Build iOS 10 Games with Swift 3.0

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787127753
Length 258 pages
Edition 2nd Edition
Languages
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Author (1):
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Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Table of Contents (14) Chapters Close

Preface 1. Designing Games with Swift FREE CHAPTER 2. Sprites, Camera, Action! 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine - HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing Out in the Crowd with Advanced Features 11. Choosing a Monetization Strategy 12. Integrating with Game Center 13. Ship It! Preparing for the App Store and Publication

Selling in-app purchases

In-app purchases have grown at an astounding rate since Apple launched the App Store. Love them or hate them, in-app purchases are a winning monetization strategy that works for many developers and companies. When implemented well, in-app purchases encourage players to spend extra time with your game and explore every expanse and subplot.

On the other hand, in-app purchases can corrupt gameplay for the sake of monetization. There are entire books on the subject of using psychological gameplay tricks to keep players hooked on in-app purchases, and we have seen this style used a lot in the App Store (with financial success). Still, it is possible to create an in-app purchase system that is both successful and healthy for your players. Let us explore some strategies.

In-app purchase strategies

Successfully implementing an in-app purchase system is a very deep topic, but we will briefly examine some proven strategies:

  • Make sure to provide enough free content that your players...
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