monetization-systems
from pluginagentmarketplace/custom-plugin-game-developer
Game developer roadmap plugin with engine-specific patterns and optimization
3 stars0 forksUpdated Jan 5, 2026
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill monetization-systemsSKILL.md
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
...
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