Yacht Club Games
Ghost Town Games
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"I think the big story here is how much better it is than their previous consoles," David D'Angelo, a programmer at Yacht Club Games, says.
The process for getting its Switch releases over to the platform was, according to D'Angelo, quite easy. "It was one of the easiest consoles in a long, long time I think that we've had to bring our stuff over to. They're doing everything [right under] the hood: the SDK and stuff is really clean and nice and simple and up-to-date. It's modern like you'd expect. I think a lot of old Nintendo systems maybe didn't follow that line of thinking," D'Angelo says.
He adds that most consoles can be spotty at release, but that wasn't the case for Nintendo's newest system. "Sometimes you get the development kits, and you can't even run the demos that they send you. This was like, 'Oh, everything just works! How is that possible?'"
Ghost Town Games
From our perspective the big advantage is how it handles local multiplayer and how accessible it is to a broad audience as a system," Duncan says. "I think we all know the Switch is a different proposition to PS4/XB1 - Nintendo rarely fights on the same front as those other platforms. The portability on the other hand, is a big deal for us. We're really keen on the experience of people playing together, and [portability] just opens up so many opportunities for that."
Overcooked was the team's first Switch title, which meant that there were a few hitches along the way. However, Duncan thinks the normal parts that take time to port - such as saving and player IDs - were more straightforward than other systems.
"I think Nintendo [has] made big efforts to make working on their consoles a lot easier for small teams such as us," Duncan says. "I'm hoping we're going to see a lot of indie games appear on Switch as a result of this."
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"In Disgaea's case, there are only a handful of areas where the hardware's specs might cause a bottleneck," Matsuda says. "We expected everything to work okay like it did on the PS4, and when we actually ran the tests, as expected, it ran without any problems."
"We knew that there would be some issues (such as animations that relied heavily on the PS4's specs) but we knew this would be an issue from past porting projects, so we just accepted it as fact and planned to optimize these areas little by little," he says.
And while Matsuda didn't give any specifics, it sounds like Nippon Ichi fans will have other titles to look forward to in the future. "I cannot disclose if we have any ports planned, but we do have plans of releasing more Switch titles," he says.
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"We have a long history developing for Nintendo hardware, and the Nintendo Switch has far better development tools than previous generations," Adam Creighton, Studio GM & Director of Development, says. "The tools are integrated with Visual Studio, which is new for this generation of hardware, and being able to write and debug code through VS is an enormous improvement."
And as for Doom, its scalable technology made it "more straightforward than maybe it could have been," but that's not to say that bringing Doom to the Switch has been a walk in the bloody park.
"It's been hard," Creighton says. "Wicked hard. But I would expect it to be. This is a title that is so frenetic and action-packed and gameplay-pure that getting it to work correctly on the hardware is really important to us, and we spend a lot of time trying to make sure it measures up from the lens of ‘does it feel like Doom?'"
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