Another tribute paid to yet another arcade classic from the Hero Concept team! Doughlings: Invasion promises a fun gaming experience to gamers of all ages with the innovations it brings to the shooting genre.
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Aug 1, 2019
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June 11

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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June 8

Doughlings: Invasion Developer Diary – Part 3: Music and Sound Design


Hello and welcome to our third development diary. We mentioned the design and visual approach so far. Today, our topic is Music and sound design. As you know sounds in the game are one of the most important things. If you don't have proper sounds and music every masterpiece game could be a disaster. So... Let's begin,

An Old Tune
We received lots of feedbacks from Doughlings: Arcade about sounds and music. We did 3 different songs for 3 different worlds. Estimated playtime was 10 hours in Doughlings: Arcade so players heard the same songs so much.

In Doughlings: Invasion there will be 5 different worlds and 10 different music and Invasion playtime will be around one hour. So players will not hear the same music as Doughlings: Arcade and feel of repetition will be minimized after that.

Another topic that the community complained about was sound effects. Players said "the game is too loud and noisy" because of giggles, laughter and other sound effects. In Doughlings: Invasion we are using more subtle sounds so players can play without disturbance.

An Old Friend: MOD
We want a different approach to music in Doughlings: Invasion this time.

When we think about what can we do about music, an excellent idea comes to our minds. In Space Invaders enemies were getting faster when their number was decreasing and this was bringing so much tension in the game. So we said "Hey, why don't we take this mechanic and speeding up the music too?".  When enemies are increasing their speed the music will be getting faster too and the player could feel more tension in their bones.



But of course, this idea brings some problems to the table. Because of the current audio technology when we want to increase music's tempo without changing its pitch we lose quality. So we had to find the solution from older days, from arcade days. We took aid from MOD / XM system. It was a little bit archaic technology but it still works perfectly. Actually, it works because of one wonderful person. Claudio Matsuoka has modernized and uploaded on GitHub and when we reach him for coding of acceleration input he did an amazing job and updated. So thank you, Mr. Matsuoka, for your amazing efforts!

What this MOD system does is really simple actually. Amiga players will know, there is a format called MOD. In this format, you were adding short sample audios and tracker were playing them slow or faster. The icing on the cake is about MOD, it plays them real-time and they are editable so we can edit and make accelerations. MOD helped us so much about making this process smoothly.



Of course we also needed a composer who could use this archaic technology. Our friend Gencay Burnaz has agreed to work with us for the game's soundtrack. Gencay composed hundreds of tunes with Protracker in Amiga 500 era. We couldn't think of another for this job.

We are so excited for your feedback. Hope to see you soon in another development diary.
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About This Game

“GET OUT OF MY PLANET!”

In Doughlings: Invasion, the second game of the series, the story continues right where it left off. This time our hero Morpheus arms himself to defend his people from alien invaders. Morpheus is ready for battle with his unique personas all armed to the teeth! Varieties of raving space invaders and challenging bosses are all waiting in line to get their butts kicked by you!

WRECK THE PLACE UP!

Get ready for an adventure with an ever increasing pace and tension! Throughout the game you will develop novel battle strategies, acquire untold powers by modifying your DNA, and make life miserable for those unwelcome space invaders with your dazzling Show Off powers.

GAME FEATURES

  • A new breath of life into the classic arcade shooter genre.
  • 5 distinct personas whose unique skills you can level up.
  • 15 different breeds of invaders that pose unique threats.
  • 5 grueling bosses.
  • Challenging the world with global leaderboards.
  • Gamepad, mouse, and keyboard support.

System Requirements

    Minimum:
    • OS: Windows 7 64 Bit
    • Processor: 2.4 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8600 /ATI Radeon HD 2600
    • DirectX: Version 9.0
    • Storage: 1 GB available space

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