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Scribblenauts Unlimited - cut multiplayer idea, Nintendo collaboration, early dev kits and more

by rawmeatcowboy
09 November 2012
GN Version 4.0
The following info and comments come from Creative Director Jeremiah Slaczka...

"We were actually, I think, the first North American developers to see the Wii U. We're very close to Nintendo and we've done very well on their platform, so they came by and showed us a prototype of the Wii U and said 'What do you think about it?'"

- the team was originally trying to make a pointer-friendly keyboard for a Wii Scribblenauts a year prior
- the idea was scrapped when 5th Cell was shown the Wii U
- 5th Cell got multiple Wii U dev kits throughout the process, with hardware changing all the time
- sometimes the dev kits only had their project running at 10FPS, but eventually they got up to 60FPS as dev kits advanced
- the idea to include Nintendo characters was pitched to Nintendo back at last E3
- Miyamoto even discussed the idea, offering up ideas of how the characters should appear
- the team originally wanted Donkey Kong, Metroid and Pokemon as well, but there just wasn't time to do it

"Our programmers have talked about, from DS to 3DS [to Wii U], it's definitely gotten better. Nintendo has continually focused their SDK to be more user intuitive. A lot less proprietary stuff, a lot more stuff that everybody knows already. So it's not relearning stuff. Of Nintendo stuff, I would say it's definitely the best they've done, I've heard from programmers."

- 5th Cell sees Nintendo realizing that online is very important this time around

"I definitely saw a policy change. They're definitely much more interested in, uh, not the friends codes, not [being] as friends code-heavy anymore. They kind of realized and understand online is very very important for a console."

- 5th Cell didn't have time to include Miiverse-specific implementation, but wanted to
- versus multiplayer was created/tested, but the team didn't end up liking it

Link
 
Pinball FX on Nintendo Switch