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リリース日:
2019年8月1日
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7月1日

Doughlings: Invasion Developer Diary – Part 5: Controller



Hello and welcome to the fifth developer diary for Doughlings: Invasion. We wrote some cool stuff at other dev diaries. So you might want to check them out too! Today we would like to talk about controls of Invasion and our point of view to controls.

Control Them All
Unlike the other dev diaries for Doughlings: Invasion, today we talk about more technical stuff. Unity's input interface wasn't enough for us, so we write it from scratch. Because when we were developing Arcade, that interfaces caused a little bit of trouble to us. We don't want to limit our players. The players should choose to play with a gamepad or keyboard setting according to their gaming comforts. Making a control friendly game was a little bit complicated in Unity's interface.

We wanted this control friendly situation in Doughlings: Invasion too. We learned a lot about control mechanism and how to improve them for more "player friendly". We tried to give the freedom we wanted for the players. By the way, that doesn't mean Unity is a bad engine but what we want was more complex then Unity's input interface.



Technical Stuff
The hardest part was approaching to inputs. They are really important in a videogame because those inputs define how player interact with the game world. So we entered a pre-research phase before start coding. Another difficult part was gamepads doesn't have a standard. Yeah, they look alike but their control mapping could be really different. So we had to find controllers and inspect their mapping to support them for our game. What we try to do in Arcade was, when a player touches something on Gamepad, it has to be functioning. So mapping those controls was another important phase for us.

On Windows we support X-Input and for the consoles, we support their native input interfaces. Also on Windows, we support HID devices too. We wrote Joystick interfaces in C and C++. It took 1 week for implementing inputs for each platform. So it takes lots of times, lots of testing and lots of feeling of success.

We are very excited to hear your feedback. Hope to see you soon in another development diary for Doughlings: Invasion.
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6月11日

Doughlings: Invasion – Developer Diary Part 4: Multiplatform



Hello and welcome to our 4th developer diary about Doughlings: Invasion. We talked about visual approach, design approach and sound design so far. Today, we will talk about multiplatform development. We hope that you can find something useful in this dev diary.

Where Were We?
To talk about our knowledge and experience about Doughlings: Invasion we have to talk about our first game Doughlings: Arcade first. In the begining, we didn’t develop Doughlings: Arcade for another platform. The multiplatform concept was a little bit hard for us. Then we started to work on it and developed the game PC > Xbox One > Nintendo Switch > PlayStation 4 order. Each platform has its unique difficult parts to make a game.

Probably one of the most difficult thing was platforms’ close source policy. When it’s not an open source system flow of information reduces drastically. So we found information online from the devs questions who did games on those platforms or some information from the official documents which platforms give us. But every document writes for their own system and as a Unity based studio sometimes we had to use unorthodox methods. So we could say, Doughlings: Arcade was our practice ground for a multiplatform world. We learned a lot from Doughlings: Arcade experience and this experience made everything easier when we start to develop Doughlings: Invasion.



What Did We Learn?
When we start to develop Doughlings: Invasion we did Platform Abstraction Layer (PAL) first rather than coding. This way ease the pain a lot. Another thing we learned from this process is every platform has their own save/load system. For example, PC and Nintendo Switch’s save system is not that different because both of them writes the data to storage. But if we talk about Xbox One and PlayStation 4 then we have to include cloud system. Because of PlayStation’s policy, only PS+ members can access the cloud system and non-PS+ members save to the local storage.

Another thing optimized was every platforms’ Achievement systems. For example, in Steam, you can add achievements as you like, but in Xbox One you have to calculate G-Points, in PlayStation 4 you have to think Trophies. In Nintendo Switch you don’t have to worry about all of those things, because Switch doesn’t have an Achievement system.

Conclusion
Every platform has its own regulations. Not knowing those regulations and trying them the first time is always a little bit of hard experience. But we stood strong and embraced everything that we had to do.

We are very excited to hear your feedbacks. Hope to see you soon at our next development diary.
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このゲームについて

「この星から出ていけ!」

ドーリングス・インベイジョンは前作から物語が続く新たなシリーズです。我らが英雄モルフェウスは異星人の侵略者から仲間を守るために自分自身を強化しました。完全武装したモルフェウスとゆかいな仲間たちの戦いの準備は万全だ!異類の狂乱な宇宙からの侵略者と挑戦的なステージボスが君を打ちのめすために虎視眈々と待ち受けているぞ!

全てをブチのめせ!

スリルいっぱいの広大な世界への冒険に備えよう!ゲームを通じて構築した斬新な戦略と入手したDNAパワーを駆使し、不埒な宇宙からの侵略者を撃破しよう。

ゲームの特徴

  • クラシカルなアーケードシューターに新たなギミック
  • 強化可能なユニークスキルを備えた5種類のペルソナ
  • 独特の脅威をもたらす15種類の侵略者
  • 骨太な5種類のボスたち
  • オンラインランキングに挑戦しよう
  • コントローラー、マウスとキーボード操作に対応

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    • メモリー: 2 GB RAM
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    • DirectX: Version 9.0
    • ストレージ: 1 GB 利用可能

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