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.
from GoNintendo
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