A portion of a Nintendo Life interview with co-Lead Designer Jonathon Wilson...
NL: What was it like porting Shu to Switch as opposed to other consoles?
JW: We tried a few things first. The Switch has more power than the Vita - so we knew that kind of thing. We also knew we wanted it to be as high of quality as we possibly could. So we took what we had from the PS4 version of the game which allowed us to optimise it a little a bit. The challenge was not getting it running because that didn't cause many problems, it was the optimisation side because obviously every platform reads things differently. The controls came down to a new method because you have docked, undocked, but it is always duel Joy-Con as well so you need the two set of face buttons to play properly.
NL: Are there plans for Coatsink to develop more specifically for the Switch?
JW: So as developers ourselves, it is a platform we are interested in. We wouldn’t be looking at porting other people’s games if not to learn from it. We are looking to learn from it, learn to develop for it and understand what is possible on the platform. It’s the co-op and local multiplayer side of it which seems to be the biggest sell of this device, which led to us to look at our most recent partnership with PHL - ClusterPuck99.
from GoNintendo
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