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Antipole DX - latest trailer, delay explained, cross-buy being considered

by rawmeatcowboy
31 May 2016
GN Version 5.0

A portion of a 4cr interview with Saturnine Games...

4cr: On that note, it is time to catch up on all things Antipole DX. The game was supposed to see a release last year, but here we are on May 2016 and the game isn’t out yet. What happened?

SG: We had two big issues that led to the delay. The first was that we were unable to reuse as much work from the original game as I had originally intended. We began by updating the controls and replacing the core graphics. As the new game started to come together, we quickly realized that we wouldn’t be able to just reuse the old level designs as is and would have to recreate them from scratch. Once we began down that path, I ended up extending the levels and changing the parts I wasn’t thrilled with. My least favorite levels from the original were removed and replaced with new ones. This was in addition to the new levels I planned to add from the start.

The other issue leading to the delay was due to adding features. At the start, I had a list of ideas that I didn’t consider essential, but wanted to add if we had time. As we continued along with development, I started to feel that a lot of those ideas really needed to be in the game. If I was going to take the time to make this game a second time, I shouldn’t leave anything out.

4cr: With Mutant Mudds Super Challenge launching day and date on Wii U and 3DS and as a cross-buy release, are you considering something similar for Antipole DX?

SG: I’m a big fan of cross-buy, so I’d really like to do it. I haven’t asked Nintendo about it yet though, so I can’t confirm that it’ll happen, but we’ll see!

[Link]