AND YET the origins of his unusual mission lay in a
simple clerical
error brought to the company's attention by the editor of a local Jerusalem weekly, an
error that could have been dealt with by any reasonable excuse and brief apology.
If there is a spelling
error, a
simple finger press will
bring up the correction, sending an email can now be at the press of the prominent top right - hand button, leafing through photos can now be done on the screen, as can some neat tricks like flicking through blog posts in the browser.
- when the team learned that Switch would support Unity, they began the process of
bringing the game over - it was planned early on to get the game onto Switch within a month of it launching - by Fall 2016, Unity's optimization progressed, and
error messages that previously appeared with I Am Setsuna stopped - by the end of fall last year, the team was finished with pre-submission to Nintendo - I Am Setuna was the first title to enter this process - a meeting with Unity was suddenly held, and it was decided that I Am Setsuna would end up becoming a launch title - Nintendo asked for the developers to finish the master version that year if possible - the team was able to port quickly due to Unity, as well as the lack of online / vs features & modest hardware requirements - having a good grasp on specs also made work come together quickly - setting various aspects such as the app's icon, languages, etc. was said to be very
simple - there was also good compatibility for titles that have / planned to have multi-platform support on home and portable consoles