EDIT: People seem to be missing my question here, so the short version is - Can the current player's GameCentre ID or iTunes username (just username - not password) be collected by AppGameKit (for use in user verification - nothing nefarious). The answer is sounding like a resounding no so far.
Hi all, my latest game uses an in-game currency. All "purchases" of new costumes, skins, powerups, etc, are all made using this in-game currency, which players can grind to collect through playing the game.
Players can, however, opt to skip having to work for it and simply pay real money to get "coins".
However, while submitting our game to Apple for review, they're now telling us that - for games with an in-game currency - it is mandatory that we include an optional user account system in our game where players can create a username/password, etc, which will store the "purchases" they've made using the in-game currency (so NOT purchases made with real money, just the unlocks they've made using the fake coins) so that the player can - if switching to another Apple device - retain their unlocks.
My issue with this system is that - say I were to just slap something together - all it would take would be one person unlocking everything in the game then sharing their account details online and other people could just bypass the IAP process altogether. To bypass this, I figured I could at least minimise that threat by passing into the login system the current user's Apple ID or GameCentre ID (not the password - just the username) and then verify that it's the same when they try and restore their unlocks.
However, I can't seem to figure out a way to achieve this.... Does anyone have any ideas?
This is for Tier 1, btw...
If anyone's interested in giving the game a go,
it's up on Android now. It's just Apple who are being pains in the butt. I'll love you long time forever if you give the game a 5 star review! It really helps!
I work full-time making games in AGK2 and DBpro. Living the dream!