#coy-payment-integration
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๐ reading through but give me a bit of time as the server is quite busy
Np ๐ I'm typing out the second scenario in the meantime
- PaymentIntents is what I'd do, accept a one-time payment, track that they have lifetime access
- PaymentIntents also and track they have 3 months access in your database
- Subscriptions
And yeah what you outlined is what I'd do myself
So far so good
And I'm guessing paymentIntent because the final amount matters, and the items don't need to be specificied?
specified*
Scenario 2: Let's say that I'm the developer of Dark Souls: a game that has a very different flow than let's say Fifa or Mortal Kombat. DS levels are linear and sequential. See map:
https://darksouls2.wiki.fextralife.com/file/Dark-Souls-2/DS2map3 with DLC area_links.jpg
This time though I don't want to give my users access to the whole game at once. I want to give them the whole game for free, but put a paywall on different routes/levels.
I want the ability to gate in two possible ways:
- From Majula (see image), I could gate each outgoing arrow, such that every path/destination that comes after is locked & because of the sequential nature, the entire route will be locked. So let's say to access that route, the customer has to pay $10.
^In this case, would it be right to - Use Checkout for the whole game at a price of $0 to get their payment info (and set future payments to "off-session" / collect payment later without card), and then
- Make each of the out-going arrow location also a product under this product, so that payment at that level would create a session, that I can check/use as a paywall?
I'm sorry but I'm not going to look at that huge picture :p
^Lol just the bottm left
But what you just said in text does make sense yes
^Can you potentially double check? Just because it's a big decision lol
Or like am I missing something? Because it's gonna get a bit more complicated in scenario 3
I mean I see the pictures, but I don't get what that gives me
^Just the sequence of things. Like access to one place leads to multiple others (like a tree)
So paywalling at the root, would limit the children -- so if I want to paywall the root, it has to be a separate product
If you are doing one-time payments via PaymentIntents with our API, we really have no knowledge of your products in any way, this is purely internal to your own system(s)
^And in that case, paymentIntent would not be the right option?
I don't think the one-time part is super relevant for this use case, cz I can make it recurring depending on the product (that comes later)
^More so it's how I need to structure the products and subproducts, you know? Is there anyway to bundle things?
it wouldn't make sense to make one level recurring
So really what you're discussing about adding one specific level or tree doesn't seem to be the kind of thing you'd sell in a recurring way
^Even if it's a long level, and the idea being that you can really take your time and play it for 3 weeks instead of one, but if you want to keep playing you need to be subscribed to it?
^Or let's say that the main route is not recurring, but if there are side quests that you want to do
You don't have access to those all the time.
That feels off as a business model. As a gamer, I'd never touch that kind of games though not really my place to comment beyond that
But you're going to have a hard time modeling pricing on Subscriptions if you can have many different levels and products.
^It's an analogy ๐ I'm not building a game. It's an online ed. platform with the idea being that you already know some shit, so you wouldn't want to access that, but other stuff you're more interested in
So like a course has a subject, which has chapters, which has units, which has lectures LOL
^But let's say you (1) either don't want to do all the subjects, or (2) don't need to do all of them
^Then let's say you can subscribe to extra tests / quizzes et c. (similar to side quests)
You don't really want to access them all the time, because later on you'd be on another chapter/concept, but maybe you do because you want to review everything as you learn new things
^Does that kinda make sense?
Sorry there are 16 other people asking for real time help
It does kinda make sense, I'm just worried Discord might not be the best place to discuss such a deep design decision
I completely understand! What might you recommend?
But overall yes it looks like you have a core Product/Price which is the game and then additional recurring Product/Price for addons
I guess what I'd need from you is focusing a lot more clearly on what your exact question is really: what do you need Stripe help with
^Two fold: 1) Checking if my understanding of how Stripe works is correct, and 2) FInding if there's a better way to do something (i.e. maybe I'm not using a feature you guys have)
Basically "dafuq do you want from me?" ๐ Which is true -- it is all over the place
I can come at a later time. It's no problem.
it'll be the same later honestly
But thank you for your time for sure!
this server is really busy all day and we focus on detailed developer questions. I'm happy to help you further, just I need more specific questions from you and unfortunately we don't really offer "sit down for a few hours and model and entire integration abstraction"
But for now I'm following what you describe. For one-time payments I'd never use Products and Prices. But for Subscriptions what you mentioned planning to do makes sense to me
@junior girder did you still want to chat or are you good for now?