¡Otro homenaje a otro clásico juego de maquinitas del equipo Hero Concept! Douglings: Invasion promete un juego divertido para los jugadores de todas las edades, con innovaciones en el estilo juegos de disparos.
Reseñas generales:
No existen reseñas de usuarios
Fecha de lanzamiento:
1 AGO 2019
Desarrollador:
Editor:

Inicia sesión para añadir este artículo a tu lista de deseados, seguirlo o marcarlo como que no estás interesado.

Echa un vistazo a toda la franquicia de Hero Concept en Steam
Este juego aún no está disponible en Steam

Fecha de lanzamiento prevista: 1 agosto

Este juego se desbloqueará en aproximadamente 8 días

¿Lo quieres?
Añádelo a tu lista de deseados y recibirás una notificación cuando esté disponible.
Añadir a tu lista de deseados
 

Actualizaciones recientes Ver todos (5)

1 julio

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.
0 comentarios Leer más

11 junio

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.
0 comentarios Leer más

Acerca de este juego

“¡SALGAN DE MI PLANETA!”

En Doughlings: Invasion, el segundo juego de la serie, la historia continúa exactamente de donde paró la primera. Esta vez, nuestro héroe Morpheus se va a armar para defender a su pueblo de una invasión alienígena.
¡Morpheus está listo para esa batalla con personajes únicos, todos armados hasta los dientes! ¡Una variedad de invasores especiales alucinados y jefes desafiantes al final de las fases están esperando en la fila para ser detonados por ti!

¡DESTRUYE TODO!

¡Prepárate para una aventura con un ritmo cada vez más rápido y más tenso! Durante el juego vas a desarrollar nuevas estrategias de batalla, conquistar poderes incalculables a través de la modificación de tu ADN, y hacer la vida de esos invasores especiales indeseados un infierno con tus increíbles poderes Show Off.

RECURSOS DEL JUEGO

  • Una nueva cara para el clásico juego de maquinitas de tiros.
  • 5 diferentes personajes con habilidades únicas para pasar de fase.
  • 15 diferentes razas de invasores que presentan amenazas diferentes.
  • 5 jefes de complicados.
  • Desafía al mundo con la plataforma de ranking global.
  • Soporte para gamepad, ratón y teclado.

Requisitos del sistema

    Mínimo:
    • SO: Windows 7 64 Bit
    • Procesador: 2.4 GHz Dual Core Processor
    • Memoria: 2 GB de RAM
    • Gráficos: NVIDIA GeForce 8600 /ATI Radeon HD 2600
    • DirectX: Versión 9.0
    • Almacenamiento: 1 GB de espacio disponible

Más de Hero Concept

Lo que dicen los mentores

4 mentores han reseñado este producto. Haz clic aquí para verlos.
No hay reseñas para este producto

Puedes escribir tu propia reseña sobre este producto para compartir tus experiencias con la comunidad. Utiliza la zona que hay sobre los botones de compra en esta página para escribirla.