Hello, I was wondering if you could develop games in CryEngine 3 and put them on the ouya console. My best guess is no, but who knows. If the case is, you cannot develop Ouya games with CryEngine, are their any alternatives that offer near the same graphics quality and quick development. When I say that I do not want responses like 'Unity' that engine is garbage in proportion to CryEngine.
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http://www.crydev.net/viewtopic.php?t=104670
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That said, Unity would be perfect. I know that's not the answer you want, but it's the truth: Unity is the best engine you, as an indie, can get your hands on that will work with OUYA.
CryEngine is not available on Android yet
Unreal for Android costs a HUGE amount of money, plus royalties, plus a proven track record as a developer.
Unity Indie is free, but graphics won't be exactly AAA or realistic
Unity Pro for Android is a total of $3,000 (both Pro and Android Pro together), and provides everything you're looking for in terms of graphics.
That said, since that is really your only option (there's no way you'll be creating a 3D engine from scratch to compete with the likes of CryEngine), there's some shortcomings.
Mecanim is fantastic when it works properly, but occasionally some bugs crop up. These only seem to happen in the Editor, thankfully.
UnityGUI is awful. Just plain awful. The most popular GUI solution is NGUI, which I personally am not fond of (I am soon to be using an in-house GUI solution developed by a friend of mine, which will be released on the asset store). There's also UniSWF, which lets you use Flash .SWF movies for your UI (with AS2 support for scripting), and AFAIK works on mobile. It costs $150, however.
Unity Networking is OK, but has a few bugs. So far, the ones I've encountered include OnPlayerConnected/Disconnected being called several times for a single player, and a client cannot send an RPC to itself, only other players (unless it uses RPCMode.All/Buffered)
That said, Unity Networking has been pretty nice to me so far, and I've been able to put together a fairly solid multiplayer base with a semi-authoritative server (for example, hitscan is performed server side with entity rewinding based on how it's performed in Source Engine)
You do have to get creative sometimes. You have to change your way of thinking, as almost everything in Unity is done slightly different. You don't have entity classes, you have GameObjects that contain a collection of components. Each component does a specific task, and sometimes talk to each other in order to perform more complex tasks. In this way, components are designed to be highly reusable. For example, stick a Damage component on your character and he can be shot and killed. Stick it on an Oil Barrel and configure some parameters, and it detonates when the barrel takes damage.
In short, I know it's not what you wanted to hear, but your best bet is Unity. But don't be afraid, it's a pretty good engine when you get to know it ;)
EDIT: Holy crap that was a long post.
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