March '13 release

Hi everyone.

This question is mainly directed to the OUYA creators, but free for discussion of course.

With OUYA surfacing to the public in an early version from today on it is clear that - while the hardware seems more or less in place - the software/firmware seems still quite early.

March 2013 is only three months away. How confident are you guys (OUYA creators) to meet the release date? What does everybody else think?
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Comments

  • pixjuegospixjuegos Posts: 73Member
    3 months is probably enough for that. Also, don't expect the software to be 100% polished in march. That's when "the other 90%" of the development starts.
  • GodlyPerfectionGodlyPerfection Posts: 140Member
    Agreed, this is only the beginning. The console will only become as good as those working on it. With dedicated developers and the OUYA team we can mold this console into what we want it to be and make it a success. Long way ahead. ;) lol...
    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.

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  • VicariousEntVicariousEnt Posts: 63Member
    Considering their Kickstarter campaign only finished Aug 8th and they went from a rough prototype to shipping first run fully functional dev kits today (Dec 28th), I'd say they will pull it off.
  • oakloreoaklore Posts: 5Member
    Not to be negative, but "fully functional" is a bit optimistic for what we're getting. Take a look at the documentation.
  • BalbiBalbi Posts: 198Member
    Sounds like oaklore isn't used to console development kits :D The OUYA dev kit having Android as its base makes it the most functional dev kit pre-release I've seen haha.

    The hardware is fully functional and the software is mostly there. The ability to test in-app purchases as well as play your game on the physical hardware makes it feel "fully functional" to me. What do you feel is missing, other than documentation?
    Lead Developer of Leroux
  • oakloreoaklore Posts: 5Member
    I didn't mean that the documentation itself is missing, but rather the documentation points out all the functionality that is yet to implemented, like: the majority of in-app purchasing, the entirety of the Launcher page, controller LEDs, and the abandoned achievements. That's like 80% of the API calls.

    Like you said, having Android as a base makes it seem functional because they haven't had nearly as much to do with the OS programming, but the areas that should have been getting focus in these 4 months are not 4/7ths complete.

    I'll surrender that I'm not used to console dev kit pre-releases but I'd be shocked if others were this barren 3 months before launch.

    That being said, I have no fear for the eventual quality of the product, I just think it will either have a photo finish or a few months of awkward, buggy games to welcome the players.
  • DreamwriterDreamwriter Posts: 768Member
    edited December 2012
    I think you are way overblowing this - like, majority of in-app purchasing? Most of it's done, I think it's only some security stuff they haven't released yet. Controller LED's are working, they just aren't telling which controller is controller 1 and which is controller 2. Dunno what you mean by "the entirety of the launcher page", the launcher is working, it's got multiple working menus, you can change settings, you can load your app up into either the Games or App page and run it from there. Sure it's early, but really the launcher is most of what they have left to work on. Judging from how complete it is, 2 to 3 months should be plenty of time to finish it.

    And "abandoned" achievements? They never promised us achievements at launch. Here's all they ever said about achievements:
    So we intend to build community with matchmaking and friend lists, achievements and all that. Eventually, people will also be able to chat through Ouya. It’s just a matter of time.
    Post edited by Dreamwriter on
  • oakloreoaklore Posts: 5Member
    I'm just being healthily skeptical. But, seriously, where are you getting this information? If the Controller LED's are not performing their one duty, then what are they doing that deems them "working"? The launcher may be working for system settings but it sounds like it has nothing for the individual game properties that we need to monkey with. This is straight from the documentation:
    Payments security - We are still implementing these features. Your test calls to our payments API will work, but we will add new security features when real-money payments go live.
    Launcher - This is still in its earliest stages of development. For example, we are still implementing the display of game information like description, screenshots, etc. This will launch when we launch the gamer-facing discovery service.
    Test calls are only working for consumable purchases, they still need to set up "Entitlements" and "Subscriptions". Plus, getting a payment API to search a list of items and consume it is the easy part -- security is where all the effort will be placed.

    Who knows, maybe they're mostly done with these "to be implemented" features and are keeping it silent, it just seems hurried and QA-free.
  • DreamwriterDreamwriter Posts: 768Member
    oaklore said:

    If the Controller LED's are not performing their one duty, then what are they doing that deems them "working"?

    They light up, and have various blink codes telling you the state of the controller - pairing, trying to sync with a paired console, complaining that the console isn't on, and complaining that they aren't paired to a console.

    As for the launcher, for the most part it seems what isn't done is the store, which is where you would see descriptions and screenshots and stuff. None of the store is available at all in the current launcher, choosing it just comes up with the screen telling you it isn't ready yet. The launcher does show the icon and name for installed games and apps (two separate choices in the menu), and lets you choose and run a game/app. Maybe game-specific settings, not sure if those would be set from the launcher or from within the games themselves.
  • HicsyHicsy Posts: 177Member
    For the record: I think I recently saw somewhere "END of March". Kind of the same way that they said Dec for Dev-kits, but most ppl will get them in Jan (mine JUST left their warehouse today)
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  • BalbiBalbi Posts: 198Member
    The launch party is Thursday, March 28th, 2013, so that may say something :)
    Lead Developer of Leroux
  • SpoonThumbSpoonThumb Posts: 426Member
    I think end of March is more an educated guess, but I wouldn't mind as it'll give me more time to polish my game
  • Of course I want the OUYA to succeed. I just don't want it too be rushed out of the door and I am not sure if releasing an unpolished product is what would eventually hook people to get an OUYA.
  • SeveredArtsSeveredArts Posts: 6Member
    Will It also be available in stores or is it just going to be online orders in march. If the later, when will it be in stores?
  • BalbiBalbi Posts: 198Member
    March is just for Kickstarter backers. April is for preorders, so if it were in stores it would probably be May or later.
    Lead Developer of Leroux
  • VicariousEntVicariousEnt Posts: 63Member
    Yeah we got nothing to complain about. From a rough prototype for their kickstarter campaign in August to me posting this via my shiny new dev kit in 130 something days, that could run my game if it were ready? Color me impressed.
  • SueseSuese Posts: 120Member
    I'd like to add, when is this launch party? I've recieved no information. I don't want to have to buy a plane ticket and book a hotel at the very last minute. What's going on here?
    TheSuese.com - Elite Developer Backer
  • DreamwriterDreamwriter Posts: 768Member
    edited January 2013
    That was at the $1337 Kickstarter pledge level: "But wait, there’s more: YOU AND A FRIEND ARE INVITED TO THE OUYA LAUNCH PARTY in Los Angeles. Warm up those biceps because you’ll be lifting a serious gift bag packed with goodies we’re keeping secret until the party." They got 226 people to pledge at that level, gonna be one heck of a party.
    Post edited by Dreamwriter on
  • BalbiBalbi Posts: 198Member
    Every Elite Developer should have received a message on Kickstarter about it.
    Lead Developer of Leroux
  • TristTrist Posts: 71Member
    Is the a cut off period for pre-orders. or is it going right up until launch?
  • SpoonThumbSpoonThumb Posts: 426Member
    That reminds me, in the event some retailers do sell the OUYA from general release date in April, I suggest it'd be cool to organise some in-store launch parties for those developers who can only afford a bus ticket into town as opposed to a plane flight to LA

    Also be another chance for devs to promote their games and the Ouya in general and get fans excited about the console

  • soyosoyo Posts: 10Member
    make your best on the game, the ouya team are making the best on the console. simple. if the ouya fails, you still have your game, launch it in another platform...
  • KonajuGamesKonajuGames Posts: 560Member
    Balbi said:
    Sounds like oaklore isn't used to console development kits :D The OUYA dev kit having Android as its base makes it the most functional dev kit pre-release I've seen haha.
    Did you ever use the first Xbox 360 kits that were actually a Mac G5? Ahh, those were the days...
  • BalbiBalbi Posts: 198Member
    edited January 2013
    Balbi said:
    Sounds like oaklore isn't used to console development kits :D The OUYA dev kit having Android as its base makes it the most functional dev kit pre-release I've seen haha.
    Did you ever use the first Xbox 360 kits that were actually a Mac G5? Ahh, those were the days...
    Ya, I remember seeing one back in 2005 and was very confused. Then I read the spec sheet and it made more sense with the Power PC in it haha. My favorite was the PS3 dev kit that came in like a 4U rack mountable case. The size comparison of the end product was shockingly similar lol.
    Post edited by Balbi on
    Lead Developer of Leroux
  • KonajuGamesKonajuGames Posts: 560Member
    Balbi said:
    Balbi said:
    Sounds like oaklore isn't used to console development kits :D The OUYA dev kit having Android as its base makes it the most functional dev kit pre-release I've seen haha.
    Did you ever use the first Xbox 360 kits that were actually a Mac G5? Ahh, those were the days...
    Ya, I remember seeing one back in 2005 and was very confused. Then I read the spec sheet and it made more sense with the Power PC in it haha. My favorite was the PS3 dev kit that came in like a 4U rack mountable case. The size comparison of the end product was shockingly similar lol.
    Those PS3 devkits weighed a ton and were so noisy, some of our devs bought an enclosed cabinet to put them in. I had a 2U PS3 devkit on my desk, with two Xbox 360 devkits beside it and a Wii devkit on top.  When it was cold in winter I just turned the Xbox 360 kits around so the fans were blowing towards me.
  • BalbiBalbi Posts: 198Member
    Balbi said:
    Balbi said:
    Sounds like oaklore isn't used to console development kits :D The OUYA dev kit having Android as its base makes it the most functional dev kit pre-release I've seen haha.
    Did you ever use the first Xbox 360 kits that were actually a Mac G5? Ahh, those were the days...
    Ya, I remember seeing one back in 2005 and was very confused. Then I read the spec sheet and it made more sense with the Power PC in it haha. My favorite was the PS3 dev kit that came in like a 4U rack mountable case. The size comparison of the end product was shockingly similar lol.
    Those PS3 devkits weighed a ton and were so noisy, some of our devs bought an enclosed cabinet to put them in. I had a 2U PS3 devkit on my desk, with two Xbox 360 devkits beside it and a Wii devkit on top.  When it was cold in winter I just turned the Xbox 360 kits around so the fans were blowing towards me.
    Hah, I only had a 360 dev kit on my desk in 2006, so it was the Xbox 360 shaped one with the giant tumor on top. I do miss PNet though *sigh* free games and DLC before launch :D
    Lead Developer of Leroux
  • Miniboss1232Miniboss1232 Posts: 45Member
    Balbi said:
    Balbi said:
    Sounds like oaklore isn't used to console development kits :D The OUYA dev kit having Android as its base makes it the most functional dev kit pre-release I've seen haha.
    Did you ever use the first Xbox 360 kits that were actually a Mac G5? Ahh, those were the days...
    Ya, I remember seeing one back in 2005 and was very confused. Then I read the spec sheet and it made more sense with the Power PC in it haha. My favorite was the PS3 dev kit that came in like a 4U rack mountable case. The size comparison of the end product was shockingly similar lol.
    Those PS3 devkits weighed a ton and were so noisy, some of our devs bought an enclosed cabinet to put them in. I had a 2U PS3 devkit on my desk, with two Xbox 360 devkits beside it and a Wii devkit on top.  When it was cold in winter I just turned the Xbox 360 kits around so the fans were blowing towards me.
    Ah, the beige box PS3 devkits... once we had too many running on the same circuit, and blew the power out in our section of the building. We had to bring in some extension cables to distribute the power more evenly. We joked about the "power of the PS3". Good times.

  • KonajuGamesKonajuGames Posts: 560Member
    I never saw a beige box PS3.  These were large black metal rack mount units.  Nothing beat the PS2 devkits though that looked like super-sized retail units (and also weighed a ton).

    From the Nokia N-Gage side-talking fad (remember that?), here's some pictures for those who want to know what we're talking about.

    Here we have a Dreamcast devkit, that would usually die unceremoniously just by touching a cable while it was turned on.

    Here we have a Gamecube devkit.

    Here we have the PS2 TOOL (devkit)

    And finally an Xbox devkit (before the 360)
  • DreamwriterDreamwriter Posts: 768Member

    Those are fancy dev kits, with their cases and all.  This here is what the pre-launch 3DS dev kits looked like:

    image

    All those switches where the number 3 is? Those are the controller switches - eventually we got SNES controllers we could hook up to use instead.  And since the screen was 3D, you had to be hunched over the thing to see it correctly, but you didn't want to touch anything and accidentally fry your $20,000 dev kit with static electricity.

  • JSIDDJSIDD Posts: 167Member
    @KonajuGames

    Thanks for sharing ~ these are awesome pics!

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