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The video will appear on either the droidcon website or the skills matter website at some point soon / in the future. I might try and get in contact with the guys at Novoda about getting a special link to the OUYA keynote if I have time over the next few days. I'm about to head on holiday, so here are a summary of my notes (i.e this is my take on the talks) from the keynote, and also from another talk by one of the new recruits to the OUYA team
Keynote - Julie Uhrman:
OUYA background
- Trying to bring the explosion of mobile & indie development to an open console
Working with NVidia to overclock and push hardware
Design and aesthetics important, including console controller and ergonomics
Fact controller had touch screen was mentioned a number of times
OUYA will curate content - all about finding the best games
- Open to suggestions on how to do this. E.g. one in reddit threat someone suggested measuring how long people play the game for as a measure of how fun it was. Als suggested were peer review (i.e. devs reviewing other devs)
- Dev section will be much more advanced than other app stores (implied that devs will be able to have a much better store front)
No Advertisements on OUYA (see also 2nd talk)
- IAP is the way forward, or premium/freemium or subscriptions
- Most of the OUYA SDK / API will be around giving devs IAP tools etc
APK's won't be copyable from the device. Bit of a confused message about piracy, as emphasis was that console would be as free and open as possible, but there would also be anti-piracy measures built in for developers
Still comitted to working with streaming services. "Don't write off OnLive yet"
Cross platform or games where other devices link into the game (such as your phone) a cool idea, but something they are really not concentrating on atm (i.e. if devs wanna make it, cool, but they won't support it)
70 / 30 revenue split (just like the mobile (business) model)
No "Secret Sauce" - OUYA can compete because it isn't trying to invent super-bleeding edge tech. Room for both a Playstation and an OUYA in the home of the average gamer
No marketing done (aside from kickstarter. Team is focused on product at the moment
No general retail date set. Kickstarter backers will get console in March, those that bought online after the kickstarter, april
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And in the second talk, much more aimed at practical advice for devs:
OUYA not google approved (so no google play store) because device does not have touch screen
Design for TV, don't think small, think big assets, big screen
Pull big assets from your own servers (implied because OUYA won't have much capability to host your 4gig of game files or whatever)
Use zonal displays. HUD constantly on screen, heath, ammo at edge of screen (again think TV,not mobile)
Don't do on-screen buttons, as they are bad. Equally don't do "click here" type buttons. It is not advisable to try and use the touch pad to control a cursor
Android SDK actually already has support for MotionEvent D-PAD and GAMEPAD. Use this for getting input from ouya controllers
InputEvent.getDevice() - Use this to identify controller. Don't assume the same player will pick up the same controller after the game is paused, and everyone goes off to get another round of drinks or eat pizza
Use getDeviceRange() to calibrate sensitivity of sticks, (implied because not all controllers might be ouya controllers)
Each OUYA will have a "primary user" which will probably be the person who pays for stuff on that device
Consider coop, head to head and split screen design patterns for multiplayer games
Device ID is per power cycle (i.e. can change every time the console reboots or a controller is plugged / unplugged)
Bandwidth and battery aren't an issue on OUYA, unlike mobile
But obviously don't be downloading vast amounts of data and capping out some player's data useage on their home broadband.
Also try to only do stuff when the current game/app is on screen. I.e. No Background services!! Ideally, kill your app when it is put into the background / closed
Be social, integrate facebook, use achievements
Remember to handle AFK's or Ragequits for multiplayer, or pausing if someone goes to answer the door for the pizza delivery.
Also encouraged is if players can take their game with them, so when they leave the house, they can continue playing on their mobile. E.g. like Eve online lets you check skills via a web interface. But no SDK / OUYA support for this. Devs have to code this stuff themselves
Every app will only have 1 APK (unlike how google play recentl;y allows you to have multiple apk's under 1 app in the dev console of the google play store)
Again emphasising / encouraging devs to do multiplayer and social
finally, if the game has a good buzz, and something a bit quirky or unique, then OUYA will try to look out for that and give some help out (they have already backed a couple of Kickstarter campiagns of OUYA games), but probably not best to pester them or pitch to them directly
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One other sentiment repeated in both talks was "If you want something from OUYA, tell us, and if enough ppl agree, we'll try and do it. We want to be user lead, not dictating what gamers should and shouldn't want from on high
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