So as you’ve seen by now, we’re planning to bring Outwitters to Android:
Still lots to do, and as the month rolls on I’ll be posting here with mini status updates. In general I’ve got 3 major milestones to hit to make the ‘leap’ the android:
1) Get Outwitters Ported to Unity
Since Tilt to Live 2 we’ve been slowing trying to position ourselves to bring our games to more platforms. Unity was part of this answer. Unfortunately, Outwitters was left behind in the transition, until now. I can go more into ‘how it happened’ in a later post below. Once we’ve got Outwitters running on iOS (again) in the same condition (and actually improved/fixed in numerous areas) we’ll be rolling out that client to our iOS users. This’ll keep Outwitters maintenance and updates sane since we won’t have to support two entirely different code bases.
2) Update the Server
Our goal is to allow cross-platform play. This isn’t going to be trivial, and a few things have to change on the backend to make this possible. Also have a goal in mind to overhaul the backend to finally fix a lot of long standing database and api issues that have crept in over the years due to infrastructure changes beyond our control. And with a potentially large influx of new users OW hasn’t seen since launch, better to make the server a bit more robust then deal with the support headache. Unless of course no one on android downloads the game, then… .
3) Roll out the Android Client
Ahh…the easy part (famous last words). We’ve done this twice now with our previous games, and actually have an extremely early build running great on a Nexus 5 (lollipop). This’ll mostly be implementing the android accounts for the outwitters server (whatever form they may take), testing, rolling out android accounts access, and fixing up any platform specific issues with the client.
We mentioned in a previous blog post we’re leaning towards a multiplayer turn-based game. Outwitters represents over 2 years of development of a TBS game that works with a decent league/matchmaking system, and has a functional front end. It’s far from perfect, but it’s way better than starting from scratch. When we do decide on what to make in late January, having a foundation that we can still use going forward and build upon and improve would be a huge head start in making another multiplayer turn-based game.
Improvements coming in this update for current users
- The game will now auto-refresh if you receive a push notification for that particular game. See here for a demo.
- Push notifications will now send and receive much faster (already live in current version)
- 60 frames per second.