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A Hat In Time Developers Aren’t Sure Whether They Can Bring Game To Switch

We found out that A Hat In Time developers recently managed to get their hands on a Nintendo Switch development kit after requesting one. Many have been wondering whether the interesting 3D platformer will actually arrive on Nintendo’s latest platform as release dates have been announced for Xbox One, PlayStation 4 and PC. It seems as though the developers still aren’t sure whether they will be able to bring the colourful game to the console as they aren’t entirely sure if they will be able to get the game to run.

https://twitter.com/HatInTime/status/913172896964661249?ref_src=twsrc%5Etfw&ref_url=https%3A%2F%2Fgonintendo.com%2Fstories%2F292070-a-hat-in-time-devs-will-try-to-figure-out-how-to-make-the-game

36 thoughts on “A Hat In Time Developers Aren’t Sure Whether They Can Bring Game To Switch”

  1. I’m sure they could figure it out If they mess around with it for awhile. Though the engine they’re using is outdated, so who knows.

    1. If there’s enough demand Nintendo might step in to help, but I don’t think we’ve seen that on this small of a project yet.

  2. King Kalas X3 {I only buy exclusives that interest me on Switch. For everything else that interests me, there is PS4.}

    Good luck…

  3. Doom and Wolfenstein is coming to Switch….

    Public Service Announcement to 3rd Parties: YOU’RE RUNNING OUT OF EXCUSES!

    1. This isn’t a big third party, it’s an 8 man team that ran a good kickstarter. It’s not “we can’t make this run because the Switch isn’t powerful enough.” It’s a game that began its development long before they had the dev kits for a Switch. Code, especially from less experienced programmers, is not always plug and play with this sort of thing. Sometimes the issue is literally the way you began coding the project from the get go and a possible fix for something like this may mean a massive overhaul of your entire code. Things like this (a lack of knowledge or foresight) are far more excusable from 8 guys with an idea than a AAA behemoth.

      1. Point well taken. I wasn’t ware they had such a small team. From that perspective then it makes sense why they would have difficulty .

    1. People complain about indie developers always doing “retro” graphics with pixels, voxel, etc. Then when an indie tries their hand at 3D modelling, this comment right here is the problem. Long development times, graphics that don’t compete with AAA studios from 5-10 years ago. Do you have any idea how many literal man hours it takes to build, rig, and animate? AAA studios will have 10-15 people working on a single model and it still takes weeks to bring it to completion.

      So how long should a game like this take to make with 8 people? What caliber should the graphics be at? How much content?

      Needless to say, early reviews are positive. Destructoid has one out.

      1. I didn’t mean my comment to be in regards to graphics although I said looks so I can see if you misunderstood. Wt I meant was that it doesn’t seem like anything I would go out of my way to play it looks decent and I was initially excited when it was revealed way back in 2012 but yea it’s been a while and now I probably would only play it if it came to the switch.

    2. It doesn’t seem as though their focus was on visuals. The quality was put towards everything else, which is a good thing cause graphics can only get a game so far.

  4. I don’t know what it takes to transition a game from Unreal Engine 3 to Unreal Engine 4 but I wouldn’t be surprised if that’s where the question currently lies. Some brief Googling is telling me you pretty much have to redo the coding from the ground up. I’m sure they’re probably looking at just how much work redoing that coding would take to see if it’s worth doing themselves or possibly outsourcing while they focus on the platforms it’s currently coming out on.It looks like a cute game, hopefully they can figure something out.

  5. Super Mario Odyssey can’t be everything, especially when until further notice, the rest of the Switch’s future will consist of Kirby: Star Allies and Metroid Prime 4 (a FPS) hype.

    It’s nice to have options for other 3D platformers. That’s why we need Yooka-Laylee, A Hat in Time, and Lobodestroyo (I haven’t forgotten about that game). Or else I’ll have to shell out money for a PS4, just for everything else. We’re already not getting Cuphead, so we need as many non-retro 8-bit platformers as we can get.

  6. Ok. Now stop that bullshit right now! The cheapo game would easily run on a Wii with a bit of tweaking. Yes, A ORIGINAL WII!

    1. I’ve said this a couple times on this article now, but this isn’t about power in the least. It has to do with the way things are coded, complications with porting, and the know how of the developer. Sometimes porting can take months and months to overhaul the code depending on system disparity.

    2. you have absolutely no idea what you’re talking about, do you?

      Then don’t comment. Oh gee, it’s so easy to get this game running on Wii, just go do it yourself since the devs are lazy and don’t want easy money.

      Pffffft. A clear lack of understanding in this scenario. Do some 5 minute research.

      This is also filler news – an older tweet, misconstrued, and MyNintendoNews even stole are for the article header (check this post’s accompanying tweet). It’s all a joke.

    1. Those aren’t platformers. Whatever they are, we’ve had enough games like them as of lately, but not enough 3D platformers?

      After Odyssey, then what?

    2. I’m a broken record here but it’s not power that’s the issue. I’m not going to elaborate yet again but yeah, it has to do with the porting process, engine used, and the way coding works.

    1. comments like these is why everyone considers Nintendo fanboys the worst. “This game isn’t coming to my system? fuck it then i hope it fails and the company dies” if anyone here is bratty, it’s you. you’re also a bitchy child.

    1. They said they want to. They requested a dev kit. It’s 8 guys trying to figure out how to make it work. You’re misunderstanding the issue.

        1. King Kalas X3 {I only buy exclusives that interest me on Switch. For everything else that interests me, there is PS4.}

          8 guys VS the dozens, maybe even hundreds, of guys that worked on those games. It’s pretty unfair to put them all on the same level when they most definitely aren’t. Not to mention the better budget.

    1. Sigh. Okay, yet again here’s how it works. You cited Skyrim, Doom, Pay Day 2 etc. But these games actually have an easier time porting because of manpower, experience, and money. Power is not the issue here. This is a small team of relatively inexperienced developers without a AAA budget that began coding the game years before the Switch came out. Code is not just plug and play when it comes to porting. Big studios often hand off their games to studios that specialize in porting and it can still take months. Especially in the case of a new console, if your code was not ready for the way this new system works, such as it requiring a new version of the engine you started with, you may have to tear everything apart in your code. All of this work is broken down into hours of manpower, and when there are only a couple programmers on the team, what might take a dedicated studio months, takes this little indie studio years.

      Established games with bigger budgets are still having to have Nintendo step in and assist with porting.

    1. King Kalas X3 {I only buy exclusives that interest me on Switch. For everything else that interests me, there is PS4.}

      I might get an Xbox One at some point for Rare Replay. Just waiting for a nice, cheap price for the OG Xbox One.

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