I'll have been full time making android games for 2 years in May (which is terribly because my current OUYA game that I'm working on will be the first game I've actually got round to publishing anything on), but prior to that, I had no experience in games industry and only 6 months experience outside of uni in the tech sector
I think it's great that so many people have been encouraged to get into game development by the OUYA. It should mean more ideas and new perspectives on games and that'll just make OUYA games all the more rich and diverse for it
Also, I've seen a fair few devs around here that have worked on other (closed) consoles before, which I think is interesting as well
I make games for as long as I remember, but it was mostly a hobby until about 3 years ago when I started making HTML5 games (for a client) and Android games (for myself). Before that I did some boring programming jobs in a bigger or smaller companies. :)
Also, I've seen a fair few devs around here that have worked on other (closed) consoles before, which I think is interesting as well
I'm one of the many. 13 years in commercial game development, and still doing it. My experience on Android so far has been assisting development of MonoGame and the C# bindings for the ODK. I guess you could say that is work for free creating frameworks for other people to develop games on Android. :)
I began migrating from writing business software to game development a few years ago. Now game development is probably 95% of what I do. I've been publishing to XBLIG for most of that time and I'm now looking to branch out to the Ouya. My biggest problem is figuring out how to get setup for android development coming from C/C#.
Xamarin just announced Xamarin 2.0, which includes Xamarin.Android (replaces Mono for Android) and introduces new cheaper pricing levels. This is what I use for C# on iOS and Android. Here are my C# bindings for the ODK.
I'm glad to see at least half of developers are not coming from an existing android world and therefore more likely to be making `non mobile` types of games, ie not ports of android stuff.
Xamarin just announced Xamarin 2.0, which includes Xamarin.Android (replaces Mono for Android) and introduces new cheaper pricing levels. This is what I use for C# on iOS and Android. Here are my C# bindings for the ODK.
I was very interested until I saw their pricing was per year. I prefer to buy, not rent but thanks for the info. I'm actually interested in being able to develop with C/C++ (preference is C).
I've worked on licensed games for Gameboy Color, Gameboy Advance, Nintendo DS, and some offshoots like those "game in a joystick" things from Jakks Pacific. And almost all genres from RPG to sports to fighting games. Then I got moved onto iPhone games, where I worked on both casual and action-arcade titles, and then my company was bought by another which used Unity exclusively to make mobile "free 2 play" games (for iPhone) so I learned C# and Unity and a hatred for all things F2P.
And then I left to form my own company to make my own games starting with OUYA!
I have two iOS games released, 20+ Windows titles, I have in the pipe about five titles, due for iOS and Android (And prehaps Ouya) and I develop Android apps for productivity purposes for various corporations. Very excited by the prospect of a indieish game console!
First game here as well... I've had two attempts in the past, but this is the first to really have a light at the end of the tunnel. :)
Aggro Tactics - A tactical strategy virtual board game built with Unity3D 4.0, designed around the concept of Threat/Aggro inspired by the mechanics of chess and a customizable party like in table top games.
Xamarin just announced Xamarin 2.0, which includes Xamarin.Android (replaces Mono for Android) and introduces new cheaper pricing levels. This is what I use for C# on iOS and Android. Here are my C# bindings for the ODK.
I was very interested until I saw their pricing was per year. I prefer to buy, not rent but thanks for the info. I'm actually interested in being able to develop with C/C++ (preference is C).
You don't lose the right to use Xamarin after your license expires. You just won't get any more upgrades. That's hardly renting. And beats charging you for a new version every time Google released a new version of Android (which is a model they *could* have adopted).
They need to make a living somehow. Yearly licenses is a pretty common business model for development tools. Their customer base simply isn't big enough, so it's the most sustainable way to do it. Development tools companies that don't do it this way and aren't subsidizing income some other way, usually aren't in business very long.
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I think it's great that so many people have been encouraged to get into game development by the OUYA. It should mean more ideas and new perspectives on games and that'll just make OUYA games all the more rich and diverse for it
Also, I've seen a fair few devs around here that have worked on other (closed) consoles before, which I think is interesting as well
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I was very interested until I saw their pricing was per year. I prefer to buy, not rent but thanks for the info. I'm actually interested in being able to develop with C/C++ (preference is C).
And then I left to form my own company to make my own games starting with OUYA!
Founder of ReachingPerfection.com