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Doughlings: InvasionNewsDoughlings: Invasion Developer Diary – Part 5: Controller
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Doughlings: Invasion Developer Diary – Part 5: Controller

Doughlings: Invasion · published 1 Jul 2019, 12:30 UTC

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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.

More from Doughlings: Invasion

Other announcements

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Major update17 Jan 2022Doughlings: Invasion Version 1.2 Patch NotesMorpheus is back to save his people and he has new tricks up his sleeve! This is the first major update we are bringing to the Doughlings: Invasion, and we prepared new additions, balance changes, along with some tweaks. You can read our Doughlings: Invasion Developer Diary – Part 7: Rebirth where we talked about the updates development process and the additions it will bring to the table. With…Community6 Dec 2021Doughlings: Invasion Developer Diary – Part 7: RebirthIt has been two years since the release of Doughlings: Invasion, our love letter to the timeless classic Space Invaders. After delivering Mayhem Brawler to the iiRcade platform, we've started porting our previous titles on the system, where our classic reimaginations will feel right at home. While in this process, we took the opportunity to tune up Doughlings: Invasion a little along the road a…Community27 Oct 2021Doughlings: Invasion Developer Diary – Part 6: Inspirations & Fun FactsHello! It sure has been a while since we've done one of these. Welcome to Doughlings: Invasion's 6th developer diary. We will be having exciting news about Doughlings: Invasion in the upcoming days. But today we would like to talk about the design inspirations and some fun facts about Doughlings universe. If you want to read other dev diaries as well, be our guest! Where It Comes From? Where Do…