Limit audience for x-amount of days/provide a key to download?

DBGDBG Posts: 11Member
edited March 2013 in General Discussion
I expect that what I'm asking about will be implemented at some point, however I was curious if there was any way to do the following under present conditions:

I have a game I've been developing for a couple years in Unity 3.x.  I feel like it's about done, however I would like to start a Kickstarter to be able to raise the funds to upgrade to 4.x Pro + get the Android plugin to port the game to OUYA (the game was developed with a Xbox 360/Playstation 3-type controller in mind, so I couldn't be happier).  The full game (OUYA version; which will have inter-interoperability with PC players if a balance can be found) will be free to all, however I wanted to provide an incentive for people to pledge for the upgrades; something along the lines of "Get access to the game 1 month before the general public!".

Edit: Is this currently possible?  I know codes/keys are already a part of the OUYA marketplace, so would there be a way to secure x number of keys or enable gameplay based on username?  Even if it's something wild like the Xbox 360 had with some press titles a while back; you could either redeem a code or pay using a million (or some very large number) Microsoft points to get access to the title.  This would be a bit sloppy and I know I would still have to offer some portion or the game for free, however if anyone at OUYA or any fellow developers have come up with a method for a "limited release" please let me know.
Post edited by DBG on

Best Answer

  • DreamwriterDreamwriter Posts: 768Member
    Answer ✓
    Except he's planning on giving the game away, so that wouldn't get him any money.  What you can do is build the game into an APK (the normal file you would submit to OUYA), but don't publish it - give the APK directly to whomever you want, with instructions for how to side-load it onto the device.  Then when you do want to, go ahead and publish it to the store.

Answers

  • omnibellomnibell Posts: 6Member
    I cant answer the key part, but if your project is close to done kickstarter cant help you. Its mostly for development costs.

    What id recommend is publishing the game first on other places that could pay you money.
    Steam only charges $100 to access greenlight. If your project is unsuccessful you get your cash back.

    Nothing to lose there i suppose. Get on steam, get some money, get a unity android license and port to ouya. Long shot, but easiest. 
  • SpoonThumbSpoonThumb Posts: 426Member
    I know codes/keys are already a part of the OUYA marketplace, so would there be a way to secure x number of keys or enable gameplay based on username?
    Are there? I thought OUYA doesn't have a redemption code system yet (I'd love for it to have one as it'd really open up a lot of options, not just with payment, but in other areas as well).

    You can of course implement your own servers to process your own codes, but then you have to host those servers, do all the security stuff etc etc.
  • DBGDBG Posts: 11Member
    edited April 2013
    Hey everyone, sorry for the delay in response, I had a few weeks of "fun" at the hospital (I wish I could make those quotes more sarcastic but I actually received excellent care and left with a clean bill of health so I shouldn't actually complain).  Upon reading my original post, I realize now how backwards sounding my question was to begin with.  Of course I would like to make money with games in time, however I happen to be sitting on a project that I've already invested hundreds (okay, likely more) of hours into and as well as being able to make a name for myself, I think OUYA users would get a real kick out of the title (assuming it's the type of game they like to play).

    I talked to some publishers (not sure if I can give names, but there aren't a lot in the mobile market so you can imagine) and received mostly flat out "No's" (although one company wanted me to forget OUYA and port it to work on Android tablets in general, however that was never going to work as the design is very controller-centric) along with a few who were willing to talk with me, however wanted at least a 9.99$ USD price-point and/or a list of microtransactions (with one company encouraging me to design an artificial difficulty spike into the game that would force the user to purchase a power-up to have a chance at completing the challenege... sounds like a great way to alienate your audience to me x.x).

    Right now I'm on an extended trial of Unity 4.x thanks to the relationships I developed with a few people who work at Unity Technologies and already the game looks so much more detailed and polished compared to before; and it's all due to code, I haven't made any edits to the art assets since I first modified them to import more easily into the new engine (it's mostly a lot of little things that you wouldn't even notice, that is until it's up and running at 1080p on a 55" TV).  I was also able to get more fluid character movement due to some very low-tech yet highly effective mo-cap (popped two staples doing so though, but I didn't see anything about "avoid motion capture activities" on my discharge papers, plus totally worth it =p).  I actually dug up a correspondence between myself and Julie from 8/15 of last year which leads me to believe that I might have the cost issues licked (if OUYA is unwilling/unable to sponsor my title then I will likely go directly to Unity and see if it's enough of a standout that they would be willing to eat the licensing fees in order to be able to use it as a promotional item).

    SpoonThumb
    said:
    I know codes/keys are already a part of the OUYA marketplace, so would there be a way to secure x number of keys or enable gameplay based on username?
    Are there? I thought OUYA doesn't have a redemption code system yet (I'd love for it to have one as it'd really open up a lot of options, not just with payment, but in other areas as well).

    You can of course implement your own servers to process your own codes, but then you have to host those servers, do all the security stuff etc etc.
    Sorry about the misinformation, I was reading documents at the time that dealt with future plans.  I know there is a lot on the plate as far as a "To-do List", but I really hope this makes it way towards the top (although I have a feeling that they will work on the social/friends interactions first, which I'm all for and think the sooner that is implemented the better).
    Post edited by DBG on
  • SpoonThumbSpoonThumb Posts: 426Member
    The trouble with mobile publishers is that they can really pick and choose what games they want to promote. They've already worked out the way to monetization/ market games for maximum profit. If you're not willing to change your game to suit that, then there is nothing you can offer them and equally not much they can do for you either

Sign In or Register to comment.