If something has less than a zero percent chance of happening, I think this would be it. I really don't think there's a chance in hell Nintendo would approve a HuniePop title for Switch. That's not a knock against Nintendo, as I don't think Microsoft or Sony would allow it either.
That said, I'm not ashamed at all to admit I played HuniePop and loved it. I played it with a ton of friends as well. I hooked up a laptop to my TV and we all had a fantastic time. What can I say...we're all huge match-3 fans!
Well that's one hell of an idea for a Joy-Con grip. Sure, it might look like an "N" when you're actually using it, but when you store it on a shelf, it's definitely a "Z"! Check out the free 3D printing instructions here.
LEGO City Undercover has split-screen local multiplayer. This feature was originally going to use one Joy-Con per player on Switch, but this feature ended up getting yanked. Turns out the dev team felt using a single Joy-Con just didn't cut it, as there was no second stick to control camera movements.
Coming from an IGN interview with director Hidemaro Fujibayashi, technical director Takuhiro Dohta, and art director Satoru Takizawa...
- Breath of the Wild development started with less than 10 people
- a small team can work on early ideas to make a game for roughly a year or possibly longer
- first phase is spent figuring out the game idea the team wants to make
- once the initial prototype is completed, the findings are presented to Nintendo’s senior staff
- if that team proves the ideas will work, the team begins staffing up
- after the first phase was completed, technical director Takuhiro Dohta joined the team along with art director Satoru Takizawa
- the developers knew they wanted to create a large field full of player-driven actions that could result in lots of possibilities
- the 2D prototype that was made was a great way to explain core goals/ideas to the biggest dev team
- the 2D prototype was presented to Miyamoto, which was somewhat of a surprise for him
- after viewing, he said it will be the collection of all these objects that makes the game world work
- the team came up with some very "out there" ideas to break with series conventions
- the art team used an online bulletin board where staff could freely upload their ideas
- the team could give an idea they liked a rupee on this board, with great ideas getting multiple rupees
- this is how the team decided on what elements should be included in the game
- the game's unique sense of discovery manifested toward the end of the game’s experimentation phase
- ideas were removed that made the game hard to play the game or that it didn't break the convention in certain ways
- the Great Plateau ended up being a culmination of what the dev team was trying to do
- different cultures within the game and the NPCs were added in later
- Guardians were based off of Octoroks in the original game