Well I'm working on an Ouya game. I planned for 720p(1280, 960), I'm hoping that CocoonJS will be ready shortly after the release. However it's still mobile technology UIWebView on a Tegra 3. From this I'm concerned about performance.
I'm usually a bit of a minimalist for graphical scenes and don't do multi layer scrolling. I am however going to at time have around 40 to 80 moving objects and some Spriter based animations.
Up to 4 players consisting of 3 collision boxes and the spriter animation
20 to 30 fireballs max
20 enemies on screen max
10 moving platforms max
Based on say 100 moving objects a dozen collision checks do I need to be worried about performance.
And what it comes down to out of this. Should I lower the resolution to ensure a more consistent playable rate? Should I instead aim closer to
960, 480
640, 480
480, 320
Would using a lower resolution scaled up to Ouya or higher res output have better performance or would it make no difference since it needs to scale anyways?
I may be making the game for an aim on the Ouya, but I plan to get it onto other Android, IOS and PC's too.
I figure now before the content and levels are create to get this sorted out. I don't want to have to redesign 40+ levels down the road if I drop resolution :D