Dakko Dakko shares details about Scram Kitty and his Buddy on Rails, Pro Controller support confirmed
Dakko Dakko has discussed the different elements of Scram Kitty and his Buddy on Rails as part of an interview with Nintendo Life.
First up, lead designer Rhodri Broadbent and producer Dan Croucher shared the following about TV and GamePad usage:
RB: Yeah, we let you swap if you want to, if you want to play on the TV that’s one of the strengths of the Wii U that you can change it. But the game is designed for the intimate immediacy of having it right in front of you on the GamePad. So, you control with the left stick and you can shoot as much as you like with infinite ammo. You also have a charged slash attack that you hold down and then release to spin around, and there’s a special jump that you have to experience to understand, as you have to jump and get pulled back in by gravity, a sort of magnetic leash.
And yet the whole time the player is looking at the GamePad, the TV is freed up to display extra information and might help or just be fun to watch.
DC: The TV shows the gameplay as well, so you can follow what’s going on and be excited about things, but then it cuts away to useful info or things you need to collect, just cool stuff. It’s designed for other people in the room, primarily, to entertain / bring extra commentary / give a sports broadcast. You can’t really look at it when you’re playing because it’s so fast, it’s not really possible apart from those key points where it gives extra information.
RB: With the sort of games we make you’re always going to have to be focused on the main screen. When I used to play games with my brother growing up, he used to say “why didn’t you go over there”, so we decided to feed into that and really play it up as we have the second screen, let’s encourage people to get involved with the game.
DC: When I used to play games like this on the Amiga there’d be a quick turnaround, throwing the controller around and waiting for your turn. With this it’s something you can be involved in while you’re waiting for your go.
Broadbent also confirmed support for the Wii U Pro Controller. Wiimote support could be included as well, though that isn’t set in stone.
There’s no technical reason why not, so we’ll support the Pro Controller and… I don’t know if our controls will stretch to a Wii Remote but we’ll try. We’d love it to be as successful as possible and, seeing as you can play on the TV that’s something we can look at. But we haven’t currently done it.
Dakko Dakko seems to have some interest in developing for the 3DS, but there aren’t any plans to support the system at the moment. The studio is too small to work on Wii U and 3DS projects at once.
Broadbent said:
We’re not developing for 3DS at the moment, but we certainly consider it as a great platform and with the eShop on there at the moment it’s very inviting. But we’re only a small company, there are four of us, so there’s not the bandwidth for us to make a 3DS game at the same time as a Wii U game.