In this article, we’ll discuss how and why the need for a new bridge app emerged during COVID-19. Read on about our development rationale!
We cover how to build and deploy production ready Unity WebGL builds. Plus code samples from our production WebGL projects!
A little insight into what emails you can expect on Steam when you publish your Indie Game. Hopefully this illuminates the submission process!
A brief walkthrough about how we created an accurate demo for our indie game, Duped, for the Steam Storepage!
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.
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.
This week, I’ll be extending my topic from last week. I’ll be talking about the eyes I’ve implemented in Duped. Before we start though, lets talk a bit about why we have the eyes.
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.