Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Ouya Unity Game Development

You're reading from   Ouya Unity Game Development Understanding Unity means you can quickly get the know-how to develop games for the Android-based Ouya console. This is the guide that will take you all the way from setting up the software to monetizing your games.

Arrow left icon
Product type Paperback
Published in Oct 2013
Publisher Packt
ISBN-13 9781783559701
Length 118 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Gary Riches Gary Riches
Author Profile Icon Gary Riches
Gary Riches
Arrow right icon
View More author details
Toc

The iPhone


This was about to change. On June 29, 2007 Apple released the iPhone device. This device was far ahead of all its competitors at the time. The iPhone device supported multitouch, capacitive screens which allowed more accuracy, and new types of gestures that hadn't been seen before, such as pinching a screen to zoom in or out. Apple's attention to user experience was evident throughout the device. Scrolling and animations were executed with a fluidity not previously seen in a cell phone. Shortly after, the iPod Touch device was released. It used the same operating system and had the recognisability of the already ubiquitous iPod name. Like the PlayStation before it, there was suddenly a very popular device with only one hardware configuration. Developers were very quick to try and find a way to create software for the device. Apple, responding to developers while hesitant to open up their platform to third parties, provided documentation and help on how to build HTML 5 apps for their device. These apps, as Apple called them, couldn't offer a full range of functionality as they were unable to access much of the hardware on the iPhone.

Things went on that way for a year but Apple had been working in the background. They had created a new phone, the iPhone 3G phone, and a new version of the iPhone OS to run on it. There were multiple new features, but most revolutionary was the App Store feature. Released on June 10, 2008, the App Store feature promised a store front for everyone's apps, all on an equal footing. Apple would handle all the financial transactions and the file hosting, and take a 30 percent cut. This is now what most app stores offer but the amount given to a developer prior to this was considerably less.

While the phones were quite powerful, a user's expectations of what a handheld game was hadn't been defined yet. If you were upgrading from Snake then these were absolute power houses, but as they were handheld devices no one expected Grand Theft Auto on them. It meant that developers were free to experiment with all types of games. It enabled bedroom development again. One developer with a computer and an iPhone was able to create a game to their specification and could have it on sale alongside titles from Sega, EA, Square Enix and other large, professional game companies.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image