Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MegaByte

Pages: 1 2 [3] 4 5 ... 164
51

We sat down and spoke with one of Nintendo's most legendary designers.

http://www.nintendoworldreport.com/interview/37850/interview-with-takashi-tezuka-on-yoshis-woolly-world-mario-maker

Nintendo World Report (NWR): Since you have worked on Yoshi’s Island before, what came from Yoshi’s Island into Yoshi’s Woolly World?

Takashi Tezuka: Well, actually, Yoshi’s New Island and Woolly World were created by separate teams and they were developed in parallel. But I was involved with supervising both projects. And as far as whether we borrowed from one game to the other, or anything like that… No. I mean, no… I guess we can say no. But we have some level design staff in common between the two games’ two developers. And so, as far as people who worked on both games, there’s me and then our two course designers, and so of course we took the know-how from either game into the other in some form.

4.png

NWR: Could go into more detail on the Amiibo integration and Miiverse integration into the new game.

Tezuka: Sorry, but we can’t get into details at the moment, but stay tuned.

NWR: Same with Miiverse, or…?

Tezuka: Yeah, Miiverse too.

NWR: Oh, darn.

Tezuka: At least you tried.

NWR: It’s our job. Now while you didn’t work on Kirby’s Epic Yarn, the developer of Woolly World did. There were some people who thought Epic Yarn was a little too easy. Was there any kind of thought process going into developing of the game to maybe make it a little more challenging, or is it still kind of just focused on exploring the world around you and finding all the hidden secrets?

Tezuka: So with Kirby’s Epic Yarn, the difficulty level was set pretty low, for younger players. And so, with Yoshi’s Woolly World, we don’t intend it to be for younger players. And so, when we started with this game, we went in with the idea that we were going to make it Yoshi’s game. It wasn’t going to be a sequel to Kirby’s Epic Yarn. So we really liked the graphics of Epic Yarn, and we wanted to make a Yoshi game in that same style.

5.png

NWR: What’s being done differently, as far as Good Feel going from one game to the next? What’s done differently in the Yoshi game to make it more aimed at older gamers, as opposed to younger gamers?

Tezuka: So with Yoshi’s New Island, with Baby Mario on Yoshi’s back, you didn’t really have a real easy way to die right away. But with Yoshi’s Woolly World, it’s kind of like Mario. You can fall into a pit and die, and get hit by enemies and die. So that’s the way it’s made. So because it’s created around that premise, it’s easy to raise the difficulty level as needed. So the courses beyond what we have on the show floor will get more challenging. And if you try to get all the collectibles, you’ll find it pretty challenging. It’ll push back.

NWR: Awesome. One last question on Woolly World before we move on to Mario Maker. We first heard about Woolly World, or I guess Yarn Yoshi, back in the beginning of 2013, and this is the first time we’ve heard about it since then. And it’s not coming out until 2015. Was development just really early when this was first shown, or were there any kind of road blocks along the way that kind of made it slow down at times?

Tezuka: We didn’t have any problems or trouble, not really.

6.png

NWR: Switching to Mario Maker, you’ve now had decades of experience doing course design for Mario games. How do you feel about opening up that capability to the general public?

Tezuka: When we create games, we consider the whole course design as being very, very challenging. And the reason is, we have experienced players and inexperienced players, and we want both groups to have a great time. With Mario, if you want to, you can make really, really challenging, difficult courses. And if you aren’t really into action games, you can make something more basic and simple and fun, and you can create courses to fit whatever your need is. You know that part where, as creators, we were focused on creating that challenge level that would appeal to both types of players? Well, we don’t have to worry about that. With this game, it’s taken care of for us.

NWR: As far as the origins of Mario Maker, it seems like it might be somewhat inspired by Mario Paint. But if it was that, it’s been a long time since Mario Paint, so why bring that idea back? And if there were other inspirations to it, what were they?

Tezuka: So actually I was thinking that I wanted to create Mario Paint using the Wii U’s GamePad. And as you know, Mario Paint is a drawing or painting utility. And with that kind of game, the people who seek it out tend to be folks who like drawing and painting. But creating Mario courses is a lot easier than drawing, and easier to get into. So we felt that a lot more people would be willing to jump in and try that. And so, at first I was thinking about doing a new Mario Paint, but then partway through I changed my mind and then thought, alright, let’s turn this Mario Maker into a Mario Paint idea. So what I particularly like about Mario Paint is that it’s not just about drawing, it’s playing with the software itself and having fun with it as you draw. So I wanted to take those fun, clever little things from Mario Paint and implement them in Mario Maker, so it’s a lot more than just a course editor. And so, I made it so you can use your imagination and experiment with lots of things as you make your courses.

8.png

NWR: Outside of the Mario Paint influences, how does Mario Maker resemble the level editors that you use internally?

Tezuka: So the Mario course editors that we use internally are a lot more complicated, and your average person wouldn’t really be able to use it. Actually, the idea behind Mario Maker came from our internal tools team. They were working on a prototype for a Mario course editor. And so this tools team, those members don’t make the courses themselves. They just make the tools, and so we had them working on something for us. And so this tools team--you know, those folks who don’t actually create courses--started playing with that and thought it was really fun, so they thought it would be a great game idea. So that’s the story behind how this game came to be. And yes, it is different from what we actually use internally. So once we decided to make it a game, we then thought about making it so that regular people can make courses, and so we focused on making it so you can create and then instantly edit and go back and work on your courses.

NWR: Who is the development team working on Mario Maker? Is it the same people that worked on New Super Mario Bros. games, or is it something different?

Tezuka: OK, so it was the tools team that actually came up with the original idea, but then when we decided to turn it into a game, we went to another group which is made up just a bunch of different people from many different groups. We all don’t work as a group on any one project and then continue on with the same thing. We all come from everywhere.

NWR: Who’s the director on the game, out of curiosity?

Tezuka: The director is a relatively young member of our team, and his name is Mr. (Yosuke) Oshino.

NWR: And is this his first directorial project? What’s his background?

Tezuka: Yes, it is his directorial debut, and he worked on Pikmin, and I forget what else… [laughs]

7.png

NWR: I know you probably can’t tell us too much, but would you consider adding an expansion to Mario Maker for Super Mario Bros. USA, Super Mario Bros. 3, and Super Mario World? Would there be a way to add in so that you can have other 2D Mario styles other than just new and original, specifically from those three titles?

Tezuka: I can’t make any promises, but we are thinking about those things. Our dev team has a lot of ideas for different skins, as we call them, and we’re not sure which ones we want to use at this point.

NWR: You kind of talked about having the fun from Mario Paint in Mario Maker. Would that be a fun that you can kind of do in a like a couch multiplayer setting, as well? Like, multiple people playing together locally, would that be something that could be done with Mario Maker?

Tezuka: So can you describe maybe, what--?

NWR: Like maybe someone using the GamePad to design something while someone else would play on the Wii Remote. Something like that.

Tezuka: In real time? As you’re making, or…?

NWR: Sure. That’d be cool.

Tezuka: Oh, that’s an interesting idea. [Laughs]


53
General Chat / Re: Everything Android - The Official Android Thread
« on: June 14, 2014, 10:52:52 PM »
Lots of apps do this.

54
TalkBack / Captain Toad: Treasure Tracker Gameplay Footage
« on: June 13, 2014, 09:47:00 AM »

Check out a few levels of off-screen play from the new, colorful, Toad-focused platformer.

http://www.nintendoworldreport.com/video/37796/captain-toad-treasure-tracker-gameplay-footage

Watch the staff play though a boss fight, mine cart level, and more from Captain Toad: Treasure Tracker.


55
TalkBack / Mario Maker Footage
« on: June 13, 2014, 09:47:00 AM »

Watch and be amazed as Nintendo lets players make their own Mario levels!

http://www.nintendoworldreport.com/video/37766/mario-maker-footage

For the first time ever, Nintendo is making a game that lets you assemble your own Mario levels. We have footage for you to watch.

"


56
TalkBack / Mario Maker E3 Hands-on Preview
« on: June 14, 2014, 05:37:34 AM »

Mario Maker's real, and you can make your own Mario levels real.

http://www.nintendoworldreport.com/hands-on-preview/37731/mario-maker-e3-hands-on-preview

Fans have been asking for a Mario level editor for years, and there have been plenty of unsanctioned attempts. Where Nintendo differs is polish, and through the Wii U touch screen, editing is made as easy as tapping and dragging items around. As you design, a hand -- likely more beautiful than your own, appears on the TV screen. Unlike the NES original, there aren't major limits to the number of objects that can appear at once, so you can fill every grid tile with enemies, items, and obstacles.

The editor itself is full of little tricks -- for example, if you pick up and shake a green Koopa Troopa, it will turn red. Shaking other enemies causes various effects -- Hammer Bros. dropped hammers and Goombas disintegrated in Micro-Goombas. Another cool feature is the ability to swap between original and New Super Mario Bros. graphical styles. Nothing changes but the graphics. You can also quickly switch between playing and editing, and the editor shows the last few seconds of Mario movement as ghosting. As you place items, the music adjusts dynamically to punctuate your interactions.

If you stack enemies on top of each other, they'll maintain their totem pole stature, allowing for new types of challenges. Additionally, you can add wings to any of the enemies, which will make them hop. The editor also lets you place any of the enemies inside of pipes, which creates auto-spawning pipes. Enemies and objects bounce off of the springboards, and Nintendo's sample levels made heavy use of that interaction to create a set of twitch-action levels.

Mario Maker takes some hints from another famous Nintendo editor: Mario Paint. The title screen looks like the SNES classic, and you can even tap on the "O" in Mario to make the mustachioed man pop out. Certain other elements like the dog undo icon also make an appearance.

The E3 version was somewhat limited -- only mushrooms were available as a power-up, though sometimes the block would randomly spit out a skinny mushroom, which would make the overall-ed hero tall-but-skinny. Additionally, you could only create single standalone levels -- without pipe travel. There's also no word on how sharing will work.

An official Mario level editor is an exciting prospect, and I hope we'll hear more about how it will get fleshed out soon.


57
Announcements / Re: Server upgrade 2014.05.25
« on: May 25, 2014, 11:37:21 PM »
There shouldn't be any visible effect. Just preparing for E3.

58
Announcements / Server upgrade 2014.05.25
« on: May 25, 2014, 11:19:18 PM »
We're running a server upgrade tonight. The site may be intermittent for a few hours during that time.

59
TalkBack / Re: Where Did All the eShop Games Go?
« on: April 28, 2014, 04:40:58 PM »
No, certainly not vaporware. I think the Teslagrad response covers the essence of the problems -- there were unexpected problems with the middleware and/or the devs don't have experience tuning it to work best with Wii U, the last bit of polish always takes longer than you think, and the lot check process takes way longer than indie devs are used to on other platforms. Hopefully, the first and last of those things can be smoothed out by more effort on Nintendo's side. I guess it's just more telling that Nintendo was willing to use these estimates in their press release (because there was nothing else to talk about), despite the long history of launch misses, especially on the Nintendo digital distribution side. On the other hand, the alternative is the case of Block Drop U, the only Nintendo Web Framework game to release within the first year, but in a state that was barely out of prototype stage.

60
NWR Feedback / Re: This is a silly request perhaps, but...
« on: April 16, 2014, 02:34:01 AM »
There's something at the bottom of the main forum page that does it for the entire forum. Given those low numbers (the forums make up a pretty small fraction of website views), I'm not sure it makes sense to put effort into doing that for individual sections. There's also overall stats.

61
TalkBack / Re: Mario Kart 8's Use of the GamePad Is Disappointing
« on: April 03, 2014, 06:34:44 PM »
Quote
We didn’t really hear an explanation for why this is the case, but as the game is silky smooth and gorgeous, it’s probably some chicanery about not wanting the graphical experience altered. Truthfully, the splendid visuals would likely have to be muddled to push out two comparable and smooth displays on the GamePad and the TV, but if that’s the kind of thing that can’t be worked out on a Nintendo game on the Wii U, then what is the point of even having the GamePad as a controller?
Other outlets are reporting that the game drops to 30fps in 4-player and possibly 3-player split-screen. That was understandable on GameCube and Wii, but pretty sad here. It also means that the experience can already be degraded, which takes that away as a good reason for lack of GamePad support.

62
TalkBack / Re: Nintendo Wi-Fi Connection Shutting Down on May 20
« on: April 03, 2014, 06:29:59 PM »
It sounds like from the very beginning, they were just interested in the tech for their own games, and supporting everybody else was just excess baggage. http://phx.corporate-ir.net/phoenix.zhtml?c=207033&p=irol-newsArticle&ID=1721900&highlight=

63
TalkBack / Re: Nintendo Wi-Fi Connection Shutting Down on May 20
« on: April 03, 2014, 05:07:06 PM »
I read a (conspiracy) theory on another site that seemed to possibly bring more light to this.

Wii and DS multi-player is powered by GameSpy Tech - which was bought out by Glu Mobile in 2012.  The thought is that the contract between the two companies is up and for some reason or another, the two decided not to renew it (Glu is known for raising rates considerably on other companies since they bought GST).

It makes me wonder if there *could* be some kind of back-end update that would allow games to connect to a different server for multi-player/DLC... but developing such a middleman would probably just not be worth the financial commitment for Nintendo.

Seems that Glu is just shutting down all GameSpy services period. I don't know how much GameSpy-specific code is involved, but it sounds like anybody using it is hosed.

65
TalkBack / Re: Google Maps Allowing Users to Catch Pokémon
« on: April 01, 2014, 02:04:19 AM »
151

66

We sat down with DrinkBox Studios to discuss what this Director's Cut version of Guacamelee has on offer.

http://www.nintendoworldreport.com/interview/36977/guacamelee-super-turbo-champion-edition-interview-with-drinkbox-studios

During the Game Developers Conference 2014, we had a chat with animator Augusto Quijano and co-founders Chris Harvey and Ryan MacLean from DrinkBox Studios. We discussed the recently announced Super Turbo Champion Edition of Guacamelee, which will be coming to the Wii U eShop at an undisclosed date. We also discussed the challenges of bringing the game to the platform, the possibility of Guacamelee coming to the Nintendo 3DS and much more.

Nintendo World Report (NWR): Is Super Turbo Champion Edition structured mostly like the original Guacamelee? Are there things that are interspersed in, or how does it differ?

Augusto Quijano (AQ): Yeah, it’s kind of woven into the main game. These new areas are integrated into the flow of the game. We didn’t want to have a separate section where you get the new content. It was meant to be part of the story.

Chris Harvey (CH): So the sort of places in the original game where some powers are gotten a little too close together, closer together than what we wanted, and we were able to put some of these areas back in.

NWR: So it’s like a Director’s Cut-type release?

AQ/CH: Exactly.

NWR: Can you tell me of any sorts of Wii U-exclusive features?

CH: The game is the same, but we've been using the Wii U Pad as map, or you can swap and play exclusively on the GamePad.

NWR: Okay, cool. Have you guys started developing on the Wii U, yet?

CH: Yeah, actually the game’s been working for awhile and also, we’re working with Broken Rules; they’re helping us put it through lot check because it’s a lot of versions to come out at once. So yeah, they’re helping us with that.

NWR: Right, I remember talking with them when they were going through some of their lot checks. It takes a while.

CH: (Laughs) Yeah, they’re really nice guys; they’re incredibly nice guys, actually.

NWR: How did you guys end up collaborating?

Ryan MacLean (RM): We shared a booth with them at PAX, like 2 years ago or 3 years ago.

CH: No, like 4, 5 years ago. 2009, I thought it was.

RM: When we first started showing Tales from Space: About a Blob.

CH: We were right beside them and they were showing And Yet It Moves. I think at one point, they were sort of saying, “Oh, we’re between projects, so if anybody needs help, or something with Wii U.” And like a year later we followed up with them, and we’re like, “Do you want to do it?!”

NWR: Yeah, awesome. So how did you decide you wanted to put it out on Wii U?

CH: The decision process is multi-pronged. Okay, there’s business case: Can you make money doing this? And then there’s like the--I would call it passion case which is, to put a game out on a Nintendo console is sort of a big, kind of professional goal, right? And we got a Wii U dev kit awhile ago, and so first we had to get it working, so then I just kept working on it on the side, on the side, on the side, on the side, until finally it was going. And then it was like, “Oh, well it’s already working, so we should definitely put it out, right?” (Laughs)

NWR: So in that case, had Nintendo contacted you directly or had you contacted them initially?

CH: We contacted them. We’ve talked to them about various projects at various times. We’ve gone back and forth a bit about it, but I think that the key thing is we talked to them saying, “Well, we’re thinking of bringing one of our titles there, and we’ve got a dev kit.” But no, they didn’t directly approach us about it. It was more us approaching them.

NWR: Cool. Were there other titles you were considering too, or was this this pretty much it?

CH: I think right now this is pretty much it.

NWR: Are you considering a Nintendo 3DS edition as well?

CH: I would really like to do that.

RM: We have our hands full with the four platforms we’re doing already. Plus we have other stuff we’re working on internally, and we’re just a small studio. But, you never know what can happen in the future.

CH: Yeah, I would really like to do that. Once those go out, we can look into it.

NWR: See how the sales do and everything too, I guess. So the game contains a blend of genres. You’ve got beat-’em-up, platforming, Metroidvania-style--What was the most difficult part in taking all the genres and putting it into a cohesive game?

CH: I think because it is a brawler/beat-’em-up, but there aren’t a lot of purely side-scrolling brawlers; usually you’ve got the fake 3D. So I think that kind of blending of the side-scrolling/platforming with the brawling was one of the things that we were most concerned might not work.

AQ: We didn’t know if they were going to mix or not, with how much platforming versus how much brawling, but it seemed to work.

CH: It seems to work, yeah.

NWR: I guess the one other game that tried to do this that comes to mind is the last Smash Bros. game.

CH: I do have to say that the Smash Bros., I think it’s the GameCube version, has the adventure mode where you use the guys and you use their moves also with some of the platforming.

NWR: Yeah, the Wii version does some of that, they’ve got a whole separate mode.

CH: Yeah, so that was a partial inspiration when we were originally coming up for the concept for the aspect of the game where you’re using the combat moves and also platforming at the same time.

NWR: Cool. Well obviously, another inspiration is lucha libre. Why do you think it’s become so popular in the U.S.?

AQ: (Laughs) It’s just awesome, I don’t know. Who doesn’t like--it’s crazy because it’s just like really mystic heroes, right? But they’re just in this ridiculous attire, like always wearing masks. There’s something there that is appealing.

CH: It feels like outside of Mexico, it’s sort of like tongue-in-cheek--kind of ironic. Also, I think Nacho Libre helped make luchas cooler. In Mexico, it’s way more serious.

AQ: Yeah, they wear the masks all the time like that’s their identity, like Spiderman. Yeah, serious sports, like you go and see the show, but the show is less soap opera; it’s more the acrobat side of it. So, I don’t know, it’s just a combination of folklore and entertainment.

RM: I feel like the big reason we did this game came from Augusto, is like the initial idea for it, and separate from the luchadora is just a lot of the Mexican--

AQ: I should say I’m from Mexico. (Laughs)

RM: So I don’t think we would have made a game like this without having the idea come from Augusto.

AQ: And the idea’s just more than the lucha libre, it’s general folklore part of Mexico--the festive part of Mexico, like the desert with gunslingers side of Mexico--so I think it was a combination of those things that formed the style.

NWR: How has it been received in Mexico?

AQ: Oh, really, really, really well. People really like it because they normally don’t see inside jokes or a Mexican protagonist. Everybody in Guacamelee! is Mexican. How many games do you have that are like that?

CH: When we first started showing it to press I remember some Latin American press came and I was like, “Uhhh,” but they were uniformly positive; I was happy to see that. Because I was a little worried. You know, it’s not offensive, but they were extremely positive.  

AQ: Yeah, you don’t get to see it, so it’s great when you see it like, “Oh somebody’s doing Latin American culture in a way that a Latin American sees it.” So it’s not like a superficial, third person point of view. Some of the things were from experiences and growing up and a lot of research.

NWR: And what do you think makes the Wii U attractive to indie devs? There’s a lot of other indies and Nintendo’s put a big focus on it at GDC. So for you guys, what do you see about it that’s attractive?

CH: Well, first of all, just on the practical side, Nintendo has become a lot more open in letting games onto their platform, so that immediately makes it attractive. If we can get there, it’s attractive. I think, just also as a dev, not specifically an indie dev -- you know, the Wii U is obviously struggling a bit, but having grown up with Nintendo games, it has that cachet. I would really like to get games on there and be able to say that when I am 65, “Yeah, we put out some games on Nintendo.”

NWR: Awesome. Well thank you guys.

CH: Yeah, thanks a lot.


67

Katsuya Eguchi and Aya Kyogoku Explain 'How to Turn a New Leaf at the Animal Crossing.'

http://www.nintendoworldreport.com/feature/36895/gdc-2014-animal-crossing-developers-discuss-franchises-communication-and-diversity

Animal Crossing was the subject of Nintendo’s lone GDC talk this year, which featured two presenters, Katsuya Eguchi, 28-year veteran of Nintendo, who’s been with the series since the beginning, and Aya Kyogoku, Nintendo EAD’s first female game designer. A timely talk, given current concerns in the game industry, the speakers focused on how to think about franchises, communication, and developer diversity.

2.jpg
3.jpg
10.jpg


The majority of the pun-infused talk was given by Aya Kyogoku. While the industry is still male-prevalent, there are now other female designers, and Animal Crossing: New Leaf’s staff was nearly half female. Both Kyogoku and Eguchi emphasized that you gain a wider variety of opinions and ideas when women are on the team, and that diversity is important for expanding the range of opinions. They believe that Animal crossing New Leaf gained from the diversity of backgrounds and life experiences, which contributed to the game’s design as well as allowed for Animal Crossing to reach a wide audience.

4.jpg
5.jpg
6.jpg


First, Kyogoku stepped back to do a quick post-mortem on Animal Crossing: City Folk. She noted that City Folk was the first simultaneous worldwide launch. It wasn’t just a massive localization effort; there was a culturalization component as well, with text, conversations, and distinct experiences. But after all that effort, it became clear to Nintendo that not everyone was satisfied with City Folk -- Animal Crossing was experiencing series fatigue.

7.jpg
8.jpg
9.jpg


Nintendo had looked at the sales of Wild World on DS, which eclipsed the GameCube version tenfold, and thought that they should continue along the same path, not realizing that many fans had grown tired of it. Though they always added new animals and furniture, the base formula was always the same -- arrive at a new town and work for Tom Nook. The world was perceived as limited and isolated.

11.jpg
12.jpg


It was time to rethink Animal Crossing -- a process that the Zelda franchise has been going through as well. They didn’t want to overhaul everything and risk losing the important aspects, so they looked back to ask what was the core experience of Animal Crossing that kept players coming back.

13.jpg
14.jpg
15.jpg


Upon reflection, the developers realized that Animal Crossing is, at its center, a communication tool. This may not seem obvious at first, but even actions like being able to show your friends your room is a type of social interaction. Other actions like sharing birthdays and giving gifts allows people to communicate without having to visit face to face or paying money -- players might not be willing to invite somebody into their actual house, but are happy to show them their virtual abode. In essence, it creates occasions to thank people and share thoughts, all mediated by a shared game experience. These experiences are harmonized with real-world activities through the real-time calendar and the celebration of holidays in both the real and virtual worlds.

16.jpg
17.jpg
18.jpg


During development, these experiences actually improved the morale of the development team such that at crunch time, people were less stressed. The team coordinated their turnip sales, and left presents for each other. Kyogoku showed some team photos showing various Animal Crossing-themed cakes and celebrations that the team shard. She suggested that stressed game development teams should also play Animal Crossing together.

19.jpg
20.jpg


The original versions didn't have cross-system communication, but it still happened within households as different family members played during different parts of the day. The Wii version continued to add communication features, but it wasn’t until the 3DS that notifications that others were playing was added. Other facilities like Happy Home StreetPass sharing and random matching at the Tropical Island were other concerted efforts to provide more opportunities for communication.

2.jpg
4.jpg
5.jpg
6.jpg
7.jpg


Since then, they’ve added a number of outside communication abilities, all intent on improving the game’s hook by providing new opportunities to get people communicating. These efforts include the ability to share screenshots on social media, the Wii U channel, Miiverse and Twitter posts, an Art Academy drawing contest, and design sharing through QR codes. She shared a GDC design to show off the latter example of user-generated content.

2.jpg
4.jpg
5.jpg


Once the core was understood, the goal of “putting smiles on consumers’ faces” was distributed to all team members, regardless of role. No matter the official title, everyone was able and encouraged to design characters, furniture, and other items to be included in the game. Several examples were displayed.

6.jpg
2.jpg
4.jpg
5.jpg
6.jpg
2.jpg


In summary, Kyogoku listed three key elements to developing a franchise: 1. Clearly identify the essential seeds of the franchise. 2. Share those seeds with the development team. 3. Don’t be afraid of change, and spread seeds based on timing and hardware capability. She noted that it is important to be flexible to keep a franchise relevant. Yet, reflecting on the fundamental aspects of the game could reveal new hints and ideas -- those that are core to the experience, yet not explicitly written out in the specs.

4.jpg
5.jpg
6.jpg


The end result was that New Leaf was a huge success -- it kept selling out in Japan, and Eguchi himself had trouble obtaining one of the limited edition systems for his children. The digital download version was perfect for the game, such that it could be accessible at any time. Eguchi noted that popular franchises can expand the scope of a platform. For example, Animal Crossing helped push sales of the 3DS. The game sold 7.38 million copies as of January, helping the 3DS reach 42.74 million units. At the end of the session, Eguchi tied this idea to Nintendo’s new indie outreach, explaining that Nintendo is interested in working with indie developers to bring their games to Japan.

2.jpg
4.jpg
5.jpg

68
TalkBack / GDC 2014 Wii U eShop Indies Video Round-up 2
« on: March 24, 2014, 12:50:49 AM »

Check out Wii U videos from XType Plus, Ittle Dew, Cubemen 2, Wooden Sen'SeY, and Monkey Pirates.

http://www.nintendoworldreport.com/video/36931/gdc-2014-wii-u-eshop-indies-video-round-up-2

Our second round of off-screen footage includes gameplay from XType Plus, Ittle Dew, Cubemen 2, Wooden Sen'SeY, and Monkey Pirates. There's still more to come!


69
TalkBack / Monkey Pirates Hands-on Preview
« on: March 23, 2014, 11:23:49 PM »

A seaworthy attempt to recapture '90s multiplayer.

http://www.nintendoworldreport.com/hands-on-preview/36928/monkey-pirates-hands-on-preview-at-gdc

The Monkey Pirates developers, Henchmen Studios, sought to revitalize what they see as a dying genre - the non-mini-game multiplayer. The naval combat game is simple - as a monkey captain, you must navigate your ship around waters to collect the most bananas, while attacking the other ships and avoiding attacks yourself. A variety of sea-appropriate weapons, such as cannons, mines, and battering rams are available.

But keep in mind that these are ships that you’re steering, and thus their movement is dictated by the wind, which adds an element of distinctiveness to the controls. A colored ring around each ship indicates how fast they can go in each direction, with green indicating faster speeds. You’ll need to prepare your course properly in order to navigate around the screen effectively.

Four monkey captains can battle their way in local multiplayer, while a fifth person can use the Wii U GamePad to check out game stats and zoom in on the action. Four areas, Arctic, Caribbean, Egypt, and China, provide different environmental hazards.

Without an online mode, Monkey Pirates is tailored for fun living room get togethers (though AI also lets you play by yourself). Theme notwithstanding, it did have a bit of a Super Monkey Ball multiplayer feel, though the sailing mechanics allow for a bit deeper experience.


70
TalkBack / Re: Wooden Sen'SeY Hands-on Preview
« on: March 23, 2014, 04:49:06 PM »
I guess there are similarities to the 8-bit version, though with more modern control and physics. And it's more focused on close-range attacks, though there are shurikens that you can pick up.

71
TalkBack / Re: XType Plus Hands-on Preview
« on: March 23, 2014, 04:44:30 PM »
Yep, it was inspired by Warning Forever.

72
TalkBack / Wooden Sen'SeY Hands-on Preview
« on: March 23, 2014, 04:27:00 AM »

Everybody loves grappling hook mechanics, right?

http://www.nintendoworldreport.com/hands-on-preview/36919/wooden-sensey-hands-on-preview-at-gdc

Goro is a village leader in a stylized version of ancient Japan. Out for revenge, he wields axes to attack enemies, as well as using them as a grappling hook, allowing him to traverse the underside of wooden objects. Ominous black blobs stand in his path, each with various powers and attacks such as giant hammers and spiked hats. These, as well as plenty of other traps, must be avoided.

The platforming in Wooden Sen’SeY is pretty basic at first, but trickier opportunities to use the grappling mechanic are slowly introduced. The controls felt a bit obtuse when jumping right in, but after experimenting for a few minutes, I got comfortable jumping, shooting, and swinging from platform to platform. Bonuses are hidden in hard-to-reach places that encourage exploration and the use of Goro’s various techniques.

Wooden Sen’SeY isn’t the most original game out there, and my first thought was that it was very similar to Kung Fu Rabbit, but the grappling system adds a visceral feel to the platformer. Expanding upon the PC version through the Wii U GamePad, Wooden Sen’SeY gains the ability to control the grapple swinging motion by tilting the controller, though the Control Stick also worked for this function.

Despite the focus on bladed weaponry, the art is bright and colorful, and the atmosphere is lighthearted and humorous. The game should provide a challenge, mixing old and new platforming styles.


73
TalkBack / Cubemen 2 Hands-on Preview
« on: March 23, 2014, 04:06:43 AM »

The highly customizable RTS is fully cross-platform.

http://www.nintendoworldreport.com/hands-on-preview/36918/cubemen-2-hands-on-preview-at-gdc

The advent of Minecraft set off a renaissance of cube-based games. Cubemen 2 is a real-time strategy game that keeps the presentation simple, but provides nearly endless complexity of gameplay. Cubemen 2 is a bit of a sandbox, so I imagine you’ll get out what you put into it. There are a huge numbers of options and modes. The basic gameplay involves choosing which units to send out where and what actions they should take to attack or defend against other teams.

The game features a number of modes, including basic tower defense-style play, capture the flag, and a mode where you try to capture the most territory. Up to six players can play online, or AI can take over the teams. The modes are fully customizable, and each mode requires different types of strategy. Seeing the tiny voxel characters walking around and blowing stuff up reminded me of the classic game Lemmings.

Cubemen 2 features a full level editor, as well as a theme editor, which allows you to skin the cubes to give them some character. Custom levels can be shared privately or publicly, and Cubemen 2 is the first game that will allow both cross-platform multiplayer as well as cross-platform sharing of level designs. Steam and iOS users have already generated several thousand levels, which will be ready to go when the Wii U version launches. From gameplay to design, the Wii U touchscreen provides an easy way to interact with the game.


74
TalkBack / Ittle Dew Hands-on Preview
« on: March 23, 2014, 03:42:35 AM »

Good artists copy; great artists steal.

http://www.nintendoworldreport.com/hands-on-preview/36917/ittle-dew-hands-on-preview-at-gdc

Ittle Dew might look a bit familiar. It wears its inspiration on its sleeve. And that inspiration is The Legend of Zelda. The hand-drawn artwork is what you might expect from a merger between A Link to the Past and The Wind Waker. Yet, its sassy writing reveals that it’s more of a parody than a serious adventure game.

Though she’s a girl, green-clad Ittle Dew looks remarkably like Link. She’s accompanied by a flying magical fox, who gives her tips along the adventure. If you’ve played a top-down Zelda game, you’ll know what to expect, enemies attacking from all sides, to be fended off by your sword. A shop, a castle, fields, forests, and caves. And an overabundance of block-sliding puzzles.

Despite the fluid and gorgeous drawing and humorous writing, the actual gameplay lacks some of the polish of a real a Zelda game. Small hitboxes make combat frustrating, and if you make a mistake in a puzzle room, you’ll have to exit and re-enter to start over.

As Ittle Dew makes its move from Steam and mobile to Wii U, it gains some basic map screen functionality. The game is relatively short, and designed for speed running. There’s no better home for the attractive and farcical tribute to the Legend of Zelda than on Wii U.


75
TalkBack / XType Plus Hands-on Preview
« on: March 22, 2014, 06:47:00 PM »

JavaScript meets the arcade.

http://www.nintendoworldreport.com/hands-on-preview/36915/xtype-plus-hands-on-preview-at-gdc

XType Plus is a bullet hell-style shoot-'em-up that features wave after wave of bosses. The bosses are procedurally generated from a small set of parts, and increase in complexity with each new round. Your mission is simple: avoid the projectiles (which include bullets, missiles, and lasers) and take out the core to destroy the boss.

Originally designed as a Chrome experiment, XType was ported to mobile platforms. Though you can technically play the game in the Wii U web browser, performance isn't optimized there, and it runs very slowly. Through the Nintendo Web Framework, the game plays at a blistering pace in HD and uses a twin stick control scheme.

The second Nintendo Web Framework game to arrive on Wii U (after Blok Drop U), it utilizes the Impact JavaScript game engine, and provides flashy lighting effects and online leaderboards.

And the plus version adds a new time attack mode. Time bonuses are added when bosses are defeated and time is subtracted when your ship is hit. The mode also adds a limited super-weapon to help you get out of tight situations.

XType Plus is a simple game, but it’s simplicity is also its virtue. The game was quickly adapted to Wii U and its endless rounds provide an ever-increasing challenge.


Pages: 1 2 [3] 4 5 ... 164