People have made jokes about the “U” in Wii U meaning Ubisoft, after all the E3 announcements. But now I’m not so sure that’s correct, since the Unity engine has announced that the capability to directly export games to Wii U will be added in 2013, to go with Nintendo’s licensing of the engine for their own internal development. This is a move meant to make it easier for small indie devs to create games for the platform. If I read the announcement right, this will be great if done well. But I don’t want to repeat stuff I’ve said before. This has some major, major implications for Turtles all the Way, though.
Now, I think I was clear on this already, but Turtles all the Way uses the Unity engine and will likely be finished on Unity 4. Unity 4 will be able to export to Windows, Mac, Linux, the proprietary Unity web player, Flash, Ouya, iOS and Android, as well as Wii U. It’s also getting Oculus Rift integration. The number of potential platforms for the game is rising.
Limiting those to the ones that make sense for the game, the web player and Flash options don’t make sense (except for, at most, a demo). The game will be way too large for that. iOS and Android won’t work with the game due to the lack of physical buttons. That leaves the three main OSs, as well as the Wii U and the Ouya.
So, yes, the updated list of targeted languages and platforms are as follows, from top priority to minimum priority:
- Wii U
The logic here being that the Windows/Mac/Linux builds are all going to be about the same. While getting on the Ouya store will be a cinch compared to the Wii U, the Wii U simply has more reach and allows for a few optimizations to the game through the use of the GamePad.
Aside from English, which the game is being created in (since it’s one of my native languages – the other being Spanish), this is sorted by number of native speakers. Yes, there are more native speakers of Japanese than French. French only has the small country that is France, as well as parts of Switzerland, Belgium and Canada, which isn’t very much.
Releasing the game on the Wii U will allow for a few notable improvements over the Windows/Mac/Linux version. One of my main worries with the game was that I have to display so much information during gameplay that they’ll take up large portions of the screen if not designed minimalistically and with corner-cutting. The GamePad will allow me to have most or all of the UI on there instead, so people can glance down as necessary, clearing the TV screen up so that there’s nothing but the action itself. This means that more details will be opened up to the player without pausing than with the other versions.
Also nice is how this will help with aiming. Aside from the Wiimote’s pointer, being able to aim on a touch screen will likely be the most convenient option aside fron using a mouse. I don’t know about you, but I much prefer controllers for games in genres that don’t typically require precision aiming, and platform brawlers don’t. Seeing as the GamePad has the controls of a controller as well as its touch screen, using it to aim isn’t a bad idea.
Not to mention that Pro Controller support will be able to make the game run identically to using a controller on the PC version, if desired, and Wiimote and Nunchuck support would have just enough buttons for the game to work.
Basically, a Wii U version of Turtles all the Way would be simply superior to a version on one’s computer. As such, I will be gunning for getting the game onto the Wii U once support becomes available.