11 CT6018 – In-App Purchases


When considering the implementation of in-app purchases, the first thing to consider was a menu structure. At this point, AstroHop only had a splash screen upon launch and a start button on the Main Menu. The menu was to have a shop button for purchasing upgrades, and an options button to change game settings. Below is the menu system as it stands:


In future releases of AstroHop, the detail of the shop screens will be improved, with thumbnail images and making it more clear what is unlocked and available to buy. Along with this, as levels are added, there will be scroll buttons to cycle through each level. Upgrade items will have blips at the bottom to show what level the upgrade is on and how many more are left.

Now that AstroHop has a secondary currency, it has to have a high level of value. Gems will be rare and used to purchase special upgrades. As such, in order to monetize the game, offering users the ability to pay for large amounts of gems could be an enticing offer.

Upgrades that will be incorporated include:

  • EVA Fuel – Increases the amount of fuel in the players EVA suit, meaning they can jump higher and for longer.
  • EVA Power – Increases the power of the EVA suit, meaning users can jump higher and quicker.
  • Fall Speed – An upgrade that activates gravity enhancers in the users suit pulling them to the ground faster. This will help with trying to jump over objects in quick succession as the player doesn’t float gently back to the ground potentially causing a crash with an obstacle.
  • Gun – Will be the most over-powered upgrade in the game and will allow the play to shoot at obstacles to destroy them, increasing their chances of being able to pass the dreaded triple spikes.

EVA upgrades will cost the player coins, while the more specialist gravity enhancer and gun upgrades will be set in gem currency. As gems are slow to collect, users may be tempted to purchase a pack of gems to use on the upgrade screen. Here are the gem purchase offers:


The menu screens were simple to implement, using LoadLevel triggers on UI Buttons created in Unity. A new level was made for each screen in the Shop which then contained upgrade options, a coin and gems overlay, and buttons to go back, and start the game. Future updates may include keeping the menu all in one level and just having the camera move to different sections of a ‘Menu Map’.

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