On a day like today, on December 21st 2013, Twin Robots debuted on OUYA, the first platform where it was released. A year has passed since, so today seemed appropriate to finally look back and write a post mortem on the game. Bear with me as this is my first post mortem ever! It will focus on the development pre-launch, whereas on an upcoming post I’ll write about what happened after that.
Tagged : unity
This is a quick guide on how to implement the basic IAP (in-app-payments) functionality in your OUYA game.
This video shows a lot of the things I’ve been working on lately:
00:10 The “BUY” button on the main menu retrieves the current price directly from OUYA’s server, so in case of a sale, discount, etc. the text on the button will automatically update. If there is no network or there is an error, the button reads only “BUY”, but it doesn’t matter because in that case you won’t be able to buy the game anyway. Also, you can see a new messaging system in place, with custom notifications retrieved from Scoreoid’ servers; the beauty of that is I can update those messages at anytime, easily comunicating with players. Again, if there is no network then default messages show up.
00:18 This is how the credits screen is set up. I included it in the video to show it to the cool people at freesound.org; also included Scoreoid’s logo in here.
00:27 This is the config / settings screen, allowing you to define a screen scaling so everything fits nice inside your tv and a brightness setting so you can lighten up the game a bit if it’s too dark for you.
00:55 First level is shown in single player mode. This levels introduces you a bit to the mechanics so that’s why you see some help panels over there. That only happens on this level.
02:22 This is how you buy the game. One single purchase unlocks all levels. No DRM, no online checks, no calling home, no nothing. You buy it, it’s yours.
02:55 Second level is shown here, now in multiplayer mode.
So, right now I’m building all the levels and then… maybe some more fixes here and there and… launch!
A tip for Unity users: If you have a light in your scene and you are using a cookie on that light, that’s going to break dynamic batching; You’ll get more drawcalls and worst performance. Remove that cookie at least on low-end devices!