Coming from a Miketendo64 interview with dev Jeremy Alessi...
M: So you’re considering a Swap Fire 2, what promoted the decision and how fares Swap Fire 1?
Jeremy Alessi: We love what we started with Swap Fire 1 but the goal was always a series. Swap Fire 1 was just what I like to call a “direction vector”. Now it’s time to scale it. We saw over 20k new players during our free giveaway with the first game so that indicates that people are very interested in Swap Fire though they might recognize that the first game has relatively low production values because we had no budget and it was basically made by one person for the most part. We had a team but in terms of actual hours contributed, the vast majority were mine and I was responsible for many elements from voice acting to AI code, in fact all the code.
M: Were you able to make Swap Fire 2 a reality, what would you do differently on it?
Jeremy Alessi: The production values would be much better, we’d add networked multiplayer, and we’d figure out what makes the Switch tick and make sure we craft an experience that takes advantage of that like we did with the Wii U’s 5-Player interface. Anything that comes across as objectively sub-par in Swap Fire 1 will be fixed. We’ll do great graphics this time, hire a real art director, get someone on audio, etc. Basically, I will not wear all the hats and other contributors will be full-time.
M: Should you prove successful enough to bring it to Switch, what would you do with the game to make it make the most out of the Switch’s many functions?
Jeremy Alessi: It’s difficult to say how we would specifically maximize it for the Switch’s form-factor. Obviously, Swap Fire’s focused on multiplayer (especially local) so the Switch is perfect for that already. I think our focus would be on building out a social-competitive tournament scene for Switch players but we’ll see.
from GoNintendo
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