Sausage Sports Club dev talks about the process of bringing the game to Switch, details unique features

A portion of an NWR interview with dev Chris Wade...

NWR: Your Kickstarter was for PC only and didn't land any of the dedicated console stretch goals. How did the opportunity to come to Switch happen?

CW: As you know, Steam is by far the biggest platform for PC gaming. In the past 2-3 years, they've opened up to make it much easier to get your game out there. I think it's a great move on their part, but it's also made it harder to get noticed. A lot of commercial indie developers are starting to move to consoles to try and make it easier to stand out and Switch is the freshest version of that. I met Kirk and Damon (the front-facing Nintendo indie guys) at the Game Developers Conference this year and basically kept following up with them until they said yes.

NWR: How much did the addition of the Switch version alter and/or impact development?

CW: Since starting to build for Switch, I've probably spent a solid month of development time on optimization and Switch-specific features like HD rumble, motion-controlled flopping and single/dual Joy-Con mode.

NWR: The Nindies Spotlight video mentioned that the head of your character can be controlled with Joy-Con motions. Are there any other Switch-specific embellishments?

CW: Sausage Sports Club also features custom tailored HD rumble for many of the different type of physics contacts, including stomps, kicks, head smacks and lots more.

Full interview here




from GoNintendo

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