![]() ![]() In the off-chance Ouya did end up being a bust, it was still a low-risk gamble as a stepping stone away from iOS.įully appreciating the priorities for Ouya, and how I was able to make the port at all, requires a bit more history of my efforts on iOS. Put it on Ouya first, then bring the code quality back to iOS, then take it wherever else was reasonable (mobile Android seemed like an obvious first choice). So that's what I would do: rewrite everything, and do it the right way. What's more, the game wasn't even written in the right language for an Ouya port. The fatal flaw in our first release was that the iOS code was pockmarked by 600% schedule overrun due to feature creep, with 0% of that set aside specifically for testing and debugging. After all, the game was a brilliantly designed, gorgeously animated roguelike that didn't need anything more than what it already had to be an amazing game. Nevertheless, after plunking down $750 on a devkit and a few controllers, I downloaded the C++ version of cocos2d, the engine I'd built Rogues on initially in Obj-C, and got to work. Use of the word 'sold' is deliberate, here I've accepted from the start that the console might be, intentionally or otherwise, just people selling some dumb kids like me a chance at a dream that would never be fruitful. I fell in love with the thought minutes after learning about Ouya all it took was a screenshot of 100 Rogues on my ps3 before I was sold on developing on the console. Life was good, and no small part of me wanted to just give up the dream and walk away.Īnd yet. I had just moved in with my boyfriend and was madly in love. Either that, or I could just kick back and enjoy the 'temporary' new job in webdev with regular hours that paid nicely. And even with three games under my belt I still couldn't seem to get a job at any of the studios I applied to. Good riddance, too! I was achieving my life goals, sure, but at great personal cost. When I heard about the Ouya Kickstarter, it had only been a few months since I was released from employment developing 100 Rogues, and my lifeline as a Professional game developer had been severed. ![]() Will the Ouya game I've been developing over the last year succeed? I suppose 'developing' isn't quite the right word, as technically I've been porting a game I've developed since 2009, but I had to rewrite the whole sassafrassin' thing between August 2012 and August 2013. So, can I say if Ouya live up to this promise I've imagined? In short, I'd say it's still to early to tell, although I'm sure many would call that naïve. ![]()
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