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Performance issues with engines, can be user error.

Through out the many years of game development I have learned to use various tools such as construct2, game maker, unreal engine, torquex, unity, and many many more along with lower level development environments such as  c++ w/ directx, sdl, & opengl. Along with finding creative ways to make games within things such as ms word 2007 w/ vbs, & making web games w/ javascript, css, & vbs.

But through out the years I have found many different things out, and learned so much. But always have been overwhelmed by the process of developing as I have often made over complicated systems with single usages, without thinking of multi-usages. Through out the last year I have been re-working older projects along with making a massive one, rather than my usual microprojects. My microprojects which consistent of many performance issues, and I have learned to make things more simpler.

For instance in Construct 2 I made various games, with each and every instance of a text object being a completely different text object, not just a instance but a new one. This ate up processing power & space. I really could have accomplished what I needed with a single text object with either using the UID or a instance variable to tell the difference between the objects & it would have ran much smoother & been much more simpler of a project.

Families are useful, but only if you want a group of objects that can't be the same to have the same values, like a player & enemies all have health, level, & damage but you want them all to be different. So you create a family to share those common attributes, but have them behave differently. I knew this for years in terms of lower level, but not with engines like construct2 as engines have their limitations.

The main thing to get from this is that weather you are using engines or not optimization should not be a excuse, unless it is truely engine base and that performance can be user error.


Ouya Deader than dead.

So in the last few months I have looked over the sheer numbers of people who have downloaded my games for it, and looked at what other developers are doing. The hobbists who enjoy making games sure put out the games they want to despite their low user base. Ouya started off with a rather large user base that all fell appart rather quickly after the systems launch. It picked up a bit last year around chrismas but has really been dead for the most part since. Sure the users on the unoffical forums will state other wise, and ouya themselves have over confisated for the numerious amount of problems with the system, only now having the critical problems fixed to have such a small user base.

They are still pushing that developers make $100 before they get paid at all, and still pushing it in a way that really makes it hard on the users and developers to do anything. It still is a system for developers, not really gamers. Most of the games on it are still on smart phones, and most of the few exclusives it had are moving else were because the dwindling user base, as evident by the basic lack of support for the system by said developers, such as tower fall.

What killed this system, the very thing that created it, its kickstarter, with the goals set so low, and work set at 2012 low end standards, with the cheapest parts it could to maximize profits, it was a good idea to present a conmercially viable product. The issues start there though, there was no quality assurance that mattered remotely, the main issue being the wireless networking chip they went with was a wifi/bluetooth mix, that really was only ment for 1 blue tooth device with single taske kept in mind of maybe transfering files which you wouldn't use the wifi functionality for. This chip caused massive lag when ever either one was used. Now the parts they picked were  standard for 2012 they were decent for the time, the major issue is they never changed their plans knowing that it would take longer, they didn't future proof it and it was intentionally done to maximize profits, the whole reason they delayed the system so far back as 2013 june, which is when tegra4 was coming out so of course all manufactors were trying to get rid of their old tegra3 chipsets. Which was the most costly thing in the ouya keep in mind.

Where it went wrong software side:
When they launched the system they had no intention of having a community based system, they did it simply to cash in hiring inexperienced workers for bare miniumal. Sure they modified androids OS that is no small task but it was with inexperienced new programmers, all of which clearly didn't know or understand what makes it successful is user control, something they took away from their users massively. The software started off as a buggy mess, and now it is just a mess with hardly any thought out or well designed menus. None of which was scalable at first, with a overscan issue that was so easily avoidable had they employed the right people, and didn't go with the cheapest of the cheap at the cheapest point they could get the cheapest at its lowest.

This system was by all means a cash in with no quality control, no assurance, not even properly tested before put out on to market, the menus are so poorly designed with so little thought put into them.

Public issues:
The first they they did wrong was showing the system playing emulated games, sure it could do that but by advertising it in such a way of course stupid people who don't understand copyright law will critize the system of a gray actually legal area by a clause. But the timing they did it couldn't be any worse as Nintendo was attempting to force how they want the law to be rather than what it is. This led to the machine being called a pirate box by news sites that quickly took down their articles after being debunked several times, and a counter from ouya that was just bad.

Advertising, they went out of their way to insult COD, followed up by a cartoon of guy throwing up, ripping out his own spine and beating him self with it over paying money for a game that is suppose to represent Call of Duty. Saying the game is bad, only to promote later COD Clones, and COD Zombies clones, all of which were meh to bleh, dead trigger which never made it to ouya aswell.

Finally the major public issue was their campaign, they lied about so many AAA developers supporting their system and what games they will bring. Due to complications with most of them it lead to none of them bringing games over, as ouya became more greedy in their affairs over the matter, and not really caring what gamers wanted and more of what abusive developers wanted. Like always online DRM which is built into each game forcefully, which each game has a key lock for transactions orginally, which would lock up if it could not connect to ouya's servers which happened quiet often as the servers were not tested and the wifi/bluetooth chip was faulty as hell.

What has changed on the system:
Nothing, but bug fixes which they really don't close the details much on. Often they just add more DRM, and take away more user control when bugs are found that benefit the users, like gee idk changing the background by replacing the background image file through certain filet system applications that have root access.

Zero of the promisses they offered such as friend lists, messaging, or online games really has been filled. The only games with online support did so native android, with zero achievement system of any kind what so ever. Basic small simple things that people ask for are completely ignored. Most of these things are stupid easy to intergrate console level,


Dream out a few details

Dream out is a game I been working on for some time, right now it is a multi-genera game, but I plan on releasing a "arcade section" which will contain of older games I have worked on along with a few newer ones, with various improvements on the older games, such as more advance AI, better graphics & multiplayer on games that didn't have it.

More is to come on the details of the game, as it reaches futher into development for the WiiU.

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