OUYA: Always Online?

Something I'm a bit curious about: will the final consumer version of the OUYA be always online? That is, if I boot up the console while my internet's down, will it simply give me an error saying it cannot connect to the internet (and to "please try again later" or whatever)? Or will it still continue to the main menu and let me play my games offline?
I'm wondering whether I should try to attempt to make my game work offline, or if it's a moot point (in the case that OUYA won't boot into the dashboard when disconnected?)

Hopefully a dev could answer this...
Thanks.
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Comments

  • mjoynermjoyner Posts: 168Member
    The sample ODK launcher works w/o an internet connection.

    As for each individual game, that depends on how the developer makes it.
  • imaginaryhumanimaginaryhuman Posts: 55Member
    I imagine if the developer uses any kind of in-app purchasing system that ties in with Ouya's services then the user has to be online in order for the app to talk to the server to find out what products have been purchased.
  • arcticdogarcticdog Posts: 235Member
    I imagine if the developer uses any kind of in-app purchasing system that ties in with Ouya's services then the user has to be online in order for the app to talk to the server to find out what products have been purchased.
    That sounds reasonable.  Wouldn't be a bad feature for IAP tokens to have a local cache/expiration option (duration configured in OUYA's server-side IAP store).  Though I suppose we could probably implement that ourselves to some extent.
  • SpoonThumbSpoonThumb Posts: 426Member

    arcticdog said:
    I imagine if the developer uses any kind of in-app purchasing system that ties in with Ouya's services then the user has to be online in order for the app to talk to the server to find out what products have been purchased.
    That sounds reasonable.  Wouldn't be a bad feature for IAP tokens to have a local cache/expiration option (duration configured in OUYA's server-side IAP store).  Though I suppose we could probably implement that ourselves to some extent.
    If this isn't in the API, then I'll certainly be looking into doing it myself. My game already works on the basis of having 3 "free plays" of the full game before you have to buy it, so it should be easy to extend that to 3 free offline plays (for those that have already bought the full version I might add). Seems like from talking to people, in quite a lot of countries and places, the internet can be patchy at times. So makes sense to avoid having the game appear to punish paying customers for having crappy internet
  • imaginaryhumanimaginaryhuman Posts: 55Member
    That's an interesting idea about having a limited number of free plays before purchase. I'd been thinking more in terms of partitioning off certain features/content for a fee.
  • DreamwriterDreamwriter Posts: 768Member
    Some games kinda need the limited-number-of-plays deal - most non-collectible card games wouldn't really work with limited features, for example.
  • abeblyabebly Posts: 17Member
    It can go either way and depends on the game.  You wouldn't let someone run through Halo's campaign three times, but you might only allow three multiplayer matches.  But, if you were to make a Tetris game, you could choose to stop them at a certain score or stop them after a certain number of games played.

    I'm another hoping for IAPs being cached on some level.  Ideally, this would be a transparent process that occurs on regular intervals when possible so that the cookies are always up-to-date and allowing for the maximum potential downtime.

    Obviously, cookies with an indefinite expiry would make for easy pirating.  Hopefully pirating isn't much of a problem regardless.
  • goodhustlegoodhustle Posts: 144Member
    Check out the latest IAP sample in the base ODK 0.6. It has some state management around products and receipts, and this may be an example for others to follow. Last time I asked them about it (Jan 8th), Piers said they were still deciding what to do about receipts when offline and recommended we handle it ourselves just in case.
    Beast Boxing Turbo - OUYA Launch Title!
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