Entrevista a los creadores de Assault Android Cactus:
Witch Beam - "Really Like Wii U", "Can See Consoles Potential" and "Nintendo Have Made Huge Efforts to Be Small-Team Friendly" - Nintendo Enthusiast
Have you considered including any Wii U specific features such as an asymmetric mode?
We’re still thinking about the best ways to use the controller. No plans to do the standard co-op mode in five players because the levels are already bursting at the seams in four players as is, but if there’s a mode that makes sense, we’re open to suggestions! (You hear that, readers?!)
Right now, our plan for Wii U is to support a ton of different controllers, classic pad and pro pad, Wii U + Nunchuk acting as a keyboard and mouse replacement, and of course, Wii U GamePad with custom UI on it (or off-screen play).
Has there been any thought about using Miiverse outside of its basic function?
Well, the way I’d like to do it is very similar to Mario‘s implementation: detecting if you had a particularly easy/hard time clearing a stage and then asking you if you’d like to comment on that stage. Then other players would be able to see those comments on our level select screen — perhaps in game on the clear screens, too.
I’m not sure what the logistics are on stamp unlocks, but I’d love to get some Cactus character art out there. I honestly believe the Miiverse is a concept we’ll look back on in a few years as being way ahead of its time. The way it strings your community together around game-specific elements — such as levels in Mario — is just fantastic.
That leads on to my next question: why exactly did you bring the game to Wii U, considering the negativity surrounding the platform?
There are a couple of reasons, I suppose. The first is that I really like playing games on my own Wii U and I see the potential of the system. Secondly, I think the audience for a Nintendo platform are a good fit for Cactus because they enjoy high-quality games that aren’t all about having $100 million dollars worth of art assets.
The third reason, I suppose, is that we could do it fairly easily. Nintendo have made huge efforts to be small-team friendly with their cheap or free development hardware and fantastic deal with Unity. I never thought I would be saying something like that about a major platform holder, but the landscape is changing!
That’s great to hear. Overall, how did you find the process of becoming an approved developer?
It was simple, although it took a while for us. We signed up after GDC last year when there was a crazy rush, but the actual paperwork/agreements were all very easy to understand and arrange. I’d encourage anyone who’s interested in Wii U development to fill out the form or e-mail/tweet their representatives. They want to have your game on Wii U as much as you want to make it for Wii U!
Witch Beam - "Really Like Wii U", "Can See Consoles Potential" and "Nintendo Have Made Huge Efforts to Be Small-Team Friendly" - Nintendo Enthusiast




