Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


Virtual Currency platforms


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
22 replies to this topic

#1 HydraliskD   Members   -  Reputation: 144

Like
0Likes
Like

Posted 11 March 2014 - 10:25 AM

Hi guys! Need some help for my indie-project. We wanna implement virtual currency in our game, so could you tell me any platforms for VC issuing? And your experience with it?

Edited by HydraliskD, 11 March 2014 - 10:27 AM.


Sponsor:

#2 frob   Moderators   -  Reputation: 22770

Like
6Likes
Like

Posted 11 March 2014 - 01:55 PM

What exactly do you mean by "virtual currency"? Also, for what kind of game?

 

It could mean anything from Zelda rupies all the way over to BitCoins.

 

Many games implement a collectible system where certain in-game items are picked up and can be exchanged for other in-game items. The systems present in a single-player game will be very different from the details in a multi-million player MMO. The nature of the games provide very different meanings and contexts for the currency.

 

Consider that the coins you pick up in Plants Vs Zombies are initially there to help you buy powerups, but at some point you have so many they are effectively meaningless. The same is true in games like Zelda, where initially you are saving up to buy a 100 rupie item, but at the end of the game you have 9999 rupies and can't think of anything to spend them on.

 

Contrast with large MMOs where dropped items are the currency. High-level players can leave items on the ground as they are essentially worthless to them, where a low-level player could scavange the items because they are valuable to them. Then you have extremely rare items that are sold for real cash. Such a system must be extremely carefully created and tuned as valuable objects are created and destroyed, otherwise the virtual currency will destabilize.

 

So with that, please define your problem in more depth so we can provide meaningful answers.


Edited by frob, 11 March 2014 - 02:00 PM.

Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.

Also check out my personal website at bryanwagstaff.com, where I write about assorted stuff.


#3 HydraliskD   Members   -  Reputation: 144

Like
0Likes
Like

Posted 12 March 2014 - 04:38 AM

We want to implement some system which will give ability to input real cash in game and convert it in game-currency (gold or smth like that) and buy staff with it. Maybe you could recommend "ready" desicions? Thank you a lot!

#4 frob   Moderators   -  Reputation: 22770

Like
5Likes
Like

Posted 12 March 2014 - 08:57 AM

I'm not aware of any prebuilt systems.

 

You mention paypal, for a small business that can work for payment processing at first. PayPal documents their interface well enough, you can get any one of several types of electronic notice when payment goes through.

 

Then you need to hook it up to your backend, which is entirely unique to your game. There is no standard backend for games; somehow you need to apply the credit to the user's account, and provide an audit system for when players complain about things. It looks like you don't even know what kind of game currency you are going to have, so it seems you need to work on your design until you figure that out.


Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.

Also check out my personal website at bryanwagstaff.com, where I write about assorted stuff.


#5 HydraliskD   Members   -  Reputation: 144

Like
0Likes
Like

Posted 12 March 2014 - 10:44 AM

Ok, thanks. But maybe it is possible to realize it by own efforts? Did you ever faced similar task? How much time and money we will waste?

#6 HydraliskD   Members   -  Reputation: 144

Like
0Likes
Like

Posted 13 March 2014 - 05:09 AM

Little elaboration - input of the real cash is just first part. Player must have ability to buy items in game-SHOPs and from another player, also players should be able to transfer money among each other. So we want to build advanced Virtual Economy system)

Edited by HydraliskD, 13 March 2014 - 05:10 AM.


#7 Ravyne   GDNet+   -  Reputation: 8187

Like
7Likes
Like

Posted 13 March 2014 - 01:49 PM

What platform are you on? For iOS, Android (including, e.g. Amazon's Android-based tablets with their own storefront), and Windows Store you're pretty much beholden to accept all payment through the vendor's store (I think Android and Windows Store allow you to use 3-rd party payment processors, but generally you want to at least support first-party, because most everyone using the platform is already integrated into that payment system.) All of these platforms support the idea of consumable goods -- so you just create an item for sale that's $1 for 100 consumable coins, or whatever. If the only use of virtual currency is to buy other items from your own in-game store, then that's basically all their is to it, you just program your game to issue those goods in exchange for the coins, and the coins are used up in the process. You'll have to track who owns those items and whether they've been traded on your own. If you want to support trading of the virtual currency between players, then you probably have to do some work on your own too, since that's more complicated than a simple consumable good.

 

If you are not on such a platform, but are in a position to maintain servers for the life of your product, and use that as an intermediary for transactions, then its a straight-forward problem, albeit with a lot of details:

 

You accept real-world currency through a payment processor of your choice (e.g. paypal), the user is purchasing a good like any other, except that its virtual.

This transaction generates a receipt of some kind that says what the item purchased was, and the user ID of the person who purchased it, and a 'nonce' to prevent replay attacks, which can be sent to your server.

The server sees the receipt and issues the goods (in this case, virtual currency) to the player's account.

Once in the account, your servers manage spending and trades.

 

As a central 'mint' for your currency, you can simply create each coin with a unique serial number / hash to prevent double-spending. Something based on bitcoin could be an interesting avenue for a more distributed system, but that's a whole different scenario.



#8 EricsonWillians   Members   -  Reputation: 288

Like
0Likes
Like

Posted 13 March 2014 - 04:22 PM

I came here just to praise Frob and Ravyne answers. Fantastic answers.

 

Ok, thanks. But maybe it is possible to realize it by own efforts? Did you ever faced similar task? How much time and money we will waste?

 

It depends entirely on your project, there's no way of knowing that. You'll need to design what kind of "internal currency" your game will have, and implement an external real-cash payment system by your own (Well, you can always ask for advice, but the more specific, the better).

 

Little elaboration - input of the real cash is just first part. Player must have ability to buy items in game-SHOPs and from another player, also players should be able to transfer money among each other. So we want to build advanced Virtual Economy system)

 

There's no "already made" solution to that. And, it's still not clear what you want.

It seems that you want to implement a "Trade System" where you can buy items from NPCs and from other players, but the internal currency that Frob mentioned is not specified. The players shall buy items from the NPCs and other players with in-game currency/money or real-life money or both? Whatever the case is, you'll have to implement a bridge from Paypal and the game's internal currency depending on your implementation of the game (No one better than you to say how much time you're going to take to deal with this).


Creator and only composer at Poisone Wein and Übelkraft dark musical projects:

 


#9 jbadams   Senior Staff   -  Reputation: 19406

Like
7Likes
Like

Posted 14 March 2014 - 07:01 AM

Were you also wanting people to be able to withdraw real world money back from the system?

 

Depending where you do business there are some pretty strict legal requirements involved in this, and depending how your game operates this might fall into the category of gambling where you require specific permits and have to follow certain procedures.

 

 

Obviously, keeping everything secure and ensuring people can't cheat the system would also be a very high priority.

 

 

I don't think they handle in-game shops, but if your idea could be classified as gambling perhaps you could take a look at Betable, who offer a service that handles a lot of the legal requirements on your behalf.

 

 

Either way, if we're understanding what you're wanting to build correctly you're going to have to do a lot of custom development work for the in-game systems -- I'm not aware of any "drop in" system you can just configure for your game that does this sort of stuff.

 

 

Hope that helps! smile.png



#10 HydraliskD   Members   -  Reputation: 144

Like
2Likes
Like

Posted 18 March 2014 - 06:27 AM

Thanks a lot for your answers, guys!

#11 HydraliskD   Members   -  Reputation: 144

Like
0Likes
Like

Posted 27 March 2014 - 07:47 AM

So, guys. We still have no particular result). I unequivocally reject the idea develop this by ourselves, because it really would be nothing more than time and money wasting. I see only one simple way - implement ready system. Guys, who can just advice agregating platform for money input-output and circulation inside the game?

Thanks for your answers!

#12 HydraliskD   Members   -  Reputation: 144

Like
0Likes
Like

Posted 27 March 2014 - 07:58 AM

For clarity, I need smt like that but in e-money direction)

http://www.crytek.com/news/crytek-announces-its-cryengine-as-a-service-program-for-990-usd-per-month

http://www.joystiq.com/2014/03/19/unreal-engine-4-available-for-all-in-new-subscription-model/

#13 jbadams   Senior Staff   -  Reputation: 19406

Like
0Likes
Like

Posted 27 March 2014 - 05:15 PM

No one is aware of any pre-built solutions for this though; unless someone chimes in with a suggestion none of us have heard of yet the options are to develop your own or not to do it at all.

Betable (linked above) provide a drop-in system for real money gambling, but not a shop or trading. Standard payment providers can help you get money in (and possibly out) of the game, but again don't provide the other features. You could implement some flavour of BitCoins as a virtual currency, but yet again this doesn't provide the other features.

#14 Hodgman   Moderators   -  Reputation: 31912

Like
5Likes
Like

Posted 27 March 2014 - 06:40 PM

I'd be interested in virtual-currency middleware too. Having an in-game economy for player progression, and/or for microtransaction support is such a popular choice in games these days... So it's quite amazing that no one is selling middleware to solve this problem easily and quickly...

 

I'm working on a game that requires a virtual currency now... if I can't find a product to solve it for me, maybe I'll have to make my own and also package it up as a middleware product cool.png



#15 Hodgman   Moderators   -  Reputation: 31912

Like
0Likes
Like

Posted 31 March 2014 - 06:04 AM

This start-up company just got in contact with me to try and offer their services for managing a virtual currency: http://ismachine.net/

 

What do you guys think?



#16 frob   Moderators   -  Reputation: 22770

Like
0Likes
Like

Posted 31 March 2014 - 07:14 AM

What do you guys think?

 

I think I would DIY in cooperation with a trusted major payment processor. 

 
Their company address: Hong Kong. Started in August 2013  (8 months ago) ago by another business, geexlab.net
 
So I look up the geexlab business details. It appears to be a nacent Russian tech startup, mostly in the business of creating businesses in other countries and also moving money around.


Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.

Also check out my personal website at bryanwagstaff.com, where I write about assorted stuff.


#17 HydraliskD   Members   -  Reputation: 144

Like
0Likes
Like

Posted 02 April 2014 - 09:52 AM

2Hodgman

Its a little bit difficult to understand their services from site, what specifically they offer to you?

Thanks

Edited by HydraliskD, 02 April 2014 - 09:52 AM.


#18 HydraliskD   Members   -  Reputation: 144

Like
-2Likes
Like

Posted 14 April 2014 - 08:47 AM

Ok, guys. Do you have somethink interesting for me about this stuff? I am deep in coding and endless meetings... I think time is running faster and faster... my brain gonna burn. But I still thinking about e-money and dont stop to shake a tree to find explanatory answer)

#19 jbadams   Senior Staff   -  Reputation: 19406

Like
0Likes
Like

Posted 23 April 2014 - 07:00 AM

I'm not sure if it would meet your needs or not, but you could possibly look at CasualKit, which was just announced in the forums.  Again, I'm not sure if it would help you to manage an in-game store, but it sounds like it may at least handle the currency part -- perhaps you could investigate further or ask in that announcement topic. smile.png



#20 HydraliskD   Members   -  Reputation: 144

Like
-1Likes
Like

Posted 29 April 2014 - 08:34 AM

2jbadams

Thanks. But how I understood from their answer they cannot help me in my own in-game currency issuing(




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS