Book Image

Ouya Unity Game Development

By : Gary Riches
Book Image

Ouya Unity Game Development

By: Gary Riches

Overview of this book

Ouya is a microconsole running its own version of the Android operating system. The console features an exclusive Ouya store for applications and games designed specifically for the Ouya platform. It runs a modified version of Android 4.1 Jellybean, and is open to rooting without voiding the warranty. All systems can be used as development kits which allow any Ouya owner to be a developer without any licensing fee. Ouya Unity Game Development offers detailed, easy-to-follow, step-by-step instructions which will help you learn the ins and outs of Ouya development in Unity.From connecting your device with Android Debug Bridge to publishing it on the Ouya Developer Portal, this book will explain the processes involved in creating a game from scratch. As you progress through the book, you will learn about scenes, prefabs, sounds, models, and animations. By the end of the seventh chapter, you will have a 3D game with multiple levels, the possibility of in-app purchases, and controller support that runs on both the Ouya and an Android phone. Starting with an introduction to Ouya, you will learn how to set up an environment and render game levels on Ouya. You will learn how to change levels and how to save the current level. You will then dive into Ouya controller integration and character animation. This book will also teach you the workings of audio source components, and will show you how to add textures to prefabs. Finally, you will learn how you can monetize the game. By the end of this book, you will have the game running on Ouya and geared up to create games on your own.
Table of Contents (15 chapters)
Ouya Unity Game Development
Credits
About the Author
Acknowledgment
About the Reviewers
www.PacktPub.com
Preface
Index

Cellular games


While consoles and computers were well established, cell phones were still quite basic in comparison. In 1998, you would be happy with a Nokia phone that could display two colors. A brand new game was now coming installed on every new Nokia phone, Snake!. The game was simple but it was played by a massive audience as there were few alternatives. In 2003, with the success of Nintendo's Game Boy line of handheld consoles, Nokia tried to capitalize on cellular gaming and released the N-Gage game. The N-Gage game was not well received by the press or general public, but Nokia persisted with the idea until 2005 before relegating the N-Gage brand to a software service that was to slowly die.

Meanwhile, Microsoft had been producing Windows Mobile for cell phones. These devices offered true multitasking, the software you could purchase online and install from an SD card, advanced calendar syncing, and document viewing among other features. Many of them also offered resistive touch screens. Unfortunately, the complexity of the devices and a poor user experience hampered general uptake of the devices.

Cellular development was not in a good position. There were myriad processor speeds, screen sizes, memory amounts, and phone abilities. Any development, usually in Java for Nokia's Symbian platform, had to cater for the lowest common denominator, meaning game development was not being pushed forward on cellular devices.