

Nintendo liked the presentation, and we've been approved to access Switch development tools and material, as well as the devkits, which is exciting! We can't say a whole lot about it, as there is a deep NDA involved, and it would be easy to say too much without meaning to. It came out to 40 pages of text and another 50 pages of media, all indexed for easy perusal.

#HAZELNUT BASTILLE SWITCH RELEASE DATE FULL#
We covered the Studio's history, our personal backgrounds, the development history of Hazelnut, our full development outline and projections, our demographic targets and studies, the relationship of the work with Nintendo's design and content philosophy, major selling points, the mechanics and player experience, quirks of implementation on the Switch, our finance and budgeting, our marketing techniques and projections, a guide to our current media, a collection of past gamespress and influencer coverage, Youtube material, and several other areas. Nintendo is also famously tight-lipped about their process for approving third party developers.įacing this big and intimidating unknown, and in a position where we must not delay integrating the Switch into our development now, I spent a very large amount of time on our presentation for approval for Switch development- admittedly more time than I expected and budgeted for it. Their philosophy, as best as I can work, is to offer the customer a very high level of care at every level of their experience, from their customer support, their conscientious first party content, and their selective certification for third party content. Nintendo's method of operating is centered around curation and quality control. The hurdle that we had until recently is that devkits and information related to the Switch are very closely guarded by Nintendo.

It must only be used for costs at the end of development, due to policies Paypal has about crowdfunding.īased on where we are in development, we are at a point where we need to start integrating the constraints and special needs of the Nintendo Switch platform into our builds. There is a bit of a caveat to explain with this late funding, in that we can't treat the money the same way as the Kickstarter funding, and apply it as needed to costs incurred as we go. I spent more time than I anticipated answering questions and doing customer service for the late backing, and it went a bit over time budgeted, but not terribly so. We haven't hit too many financial surprises yet, so at this point our numbers continue to look pretty good. Put another way, we've close to zeroed-out, and our known costs are nearly fully offset by funding now. Despite being fairly casual about the campaign, things went quite well in the first 40 days, reaching all the way to 29,000 USD in extra backing, between new backers and backer extensions! We've just about hit our target amount for that campaign, which in our financial figuring was intended to offset some of the slightly underfunded liabilities for the campaign (we thought of the KS and the Paypal system as one unit as we were planning everything in August). On April 3rd, 2019, we launched our late backing program for Hazelnut, which gives folks who either missed the original kickstarter, or who needed to pay through a means like Paypal the opportunity to get involved, and at roughly the same reward and cost points.
#HAZELNUT BASTILLE SWITCH RELEASE DATE UPDATE#
Ok, so I was sort of holding off on an update until we accumulated a few big and tangible things, but too much time passed, and we do have a collection of medium-scale stuff to report at least! Late Backing Success, Nintendo Switch work, Dawnthorn Boss work update
