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Building Around the Player: Cloning UI

I enjoyed writing my last article about how Duped has evolved around the player (check it out here), so I thought I’d write a follow up on a similar evolution that a part of the game went through. Today we’re going to talk about how and why the UI for creating a clone evolved.

Building Around the Player

One of the biggest pieces of knowledge that I have gained over the process of building Duped is the value of play testing. I already knew this, theoretically. Play testing is great for catching bugs and seeing what features work / don’t work. But, until I started doing weekly playtesting nights with external folk as part of my dev cycle, I didn’t really understand how important this was.

Maximising the Fun in Mundane Interactions

This week I’m going to talk about something that I have been thinking about a lot while making Duped. This probably wont be new to anybody, but it’s something that I’ve been working on a lot so I’m going to talk a bit about it and maybe somebody somewhere can get some insights from my journey.