![]() ![]() Yup, it's designed to work on the old 3DS/2DS as well. On bringing the game to all versions of the 3DS. I'm really a handheld gamer, and pixel art always seems to look more crisp on the smaller screens. I wind up doing most of the dev with the handheld console on my desk, rather than using it docked, so I guess that meaning having the option is good :) It's also great to be able to take it to another room easily or wherever to test it. Switch has been a pretty smooth platform to develop for. I feel like I'm just talking in circles, I'm just super grateful when these things get easier - leaves me more time to work on the game itself :) They've done a great job, both with the tools and on the publishing/submission side. Very smooth! The switch development environment's much easier to use than Wii U. I'd like SH to come out of the gate in a good state :) RCR was a bit rushed out and it caused a lot of stress for me, and I wound up spending a very long time post-launch updating and tweaking it. I want it to be done ASAP, but also want it to be great. When it's content complete or around beta, I'll have a straighter line to the finish and be able to more clearly estimate. The internal release date's "asap", but I can't commit to a specific window yet. You just say "okay, enable 64-bit stuff for this" "disable that alternate byte ordering for this", etc. Little things arise with different architectures, such as when the game's only run on 32-bit systems then 64-bit comes along, or byte ordering, or requiring file sizes to be in blocks on 64 bytes or something - but after a while, you have systems in place to flip the switches necessary for each platform. There are of course little things, like having to refactor UI for the two 3DS screens or such, but in general it's pretty smooth. I built the game from scratch in C++, so I was able to easily separate the code that's platform specific, and the code that's general, then for the most part just need to write the new platform specific part. It's a lot easier now - gets easier in general the more I port it. On porting the game to multiple platforms. It's a bit more grounded than RCR was - not as much sci-fi so to speak, but still over the top. RCR was a send up to video games and pop culture, while SH is a playful satire of big business. ![]() Gameplay wise, much more detail of course, crazy weapons, destructible world, can swim, things like that. On how Shakedown Hawaii differs from Retro City Rampage. But, I think RCR fans will enjoy it :) Lots more to do in the world, more interactive environment. like RCR, didn't feel right to call it RCR2. It's not a direct sequel, decided to go with a different theme, and without references, pop culture send up, etc. On Shakedown Hawaii not being a direct sequel to Retro City Rampage. ![]()
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