{"id":126,"date":"2017-08-20T00:13:00","date_gmt":"2017-08-19T13:13:00","guid":{"rendered":"https:\/\/studios.nomoss.co\/blog\/?p=126"},"modified":"2023-12-12T16:12:34","modified_gmt":"2023-12-12T05:12:34","slug":"building-around-the-player-cloning-ui","status":"publish","type":"post","link":"https:\/\/noblesteedgames.com\/blog\/building-around-the-player-cloning-ui\/","title":{"rendered":"Building Around the Player: Cloning UI"},"content":{"rendered":"\n<p>I enjoyed writing my last article about how&nbsp;<em>Duped<\/em>&nbsp;has evolved around the player (<a href=\"https:\/\/studios.nomoss.co\/blog\/building-around-the-player\/\">check it out here<\/a>), so I thought I\u2019d write a follow up on a similar evolution that a part of the game went through. Today we\u2019re going to talk about how and why the UI for creating a clone evolved.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"349\" height=\"266\" src=\"https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/Gif1.gif\" alt=\"Creating a clone\" class=\"wp-image-1192\"\/><figcaption class=\"wp-element-caption\">Creating a clone<\/figcaption><\/figure><\/div>\n\n\n<p id=\"36df\">For those of you who haven\u2019t played&nbsp;<em>Duped<\/em>, one of the key mechanics is creating a clone. You use the right analog stick to do so, holding it in the direction you\u2019d like the clone to be created. If you look above, you can see what this used to look like in practice. You hold the stick in a direction, usually either upwards (to make a stack) or forward or backwards (to shoot a clone out in front of you).<\/p>\n\n\n\n<p id=\"ab81\">The UI you can see in the gif above is pretty simple. It conveys the fact that cloning is \u201ccharged up\u201d, but what it fails to do is convey the inherent directional nature of cloning. I made an assumption when making this UI, which is a very dangerous thing for a player to do. My assumption was that players would connect the directional input (pointing the stick in a direction) with a directional output (the way the clone fired). This, unfortunately, wasn\u2019t the case.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"386\" height=\"271\" src=\"https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/Gif2.gif\" alt=\"No direction conveyed\" class=\"wp-image-1190\"\/><figcaption class=\"wp-element-caption\">No direction conveyed<\/figcaption><\/figure><\/div>\n\n\n<p id=\"b75d\">To the left you can see a player attempting to solve level 2\u20132. This is the second level after you learn how to create clones. In fact, in order to progress to this point in the game, the player needs to know that you can shoot clones in multiple directions. However, as you can see from the gif above, the player only places clones above themselves. In the ~5 minutes it takes players to get from the Hub World through to world 2\u20132, players would unanimously forget that they were able to create clones in any direction. This led to what you see above, players trying and failing to solve the puzzle using a stack of clones.<\/p>\n\n\n\n<p id=\"4f7e\">My mistake was a fairly obvious one \u2014 I had underestimated how much players will form an association with the actions they do. If a player doesn\u2019t use an ability, they\u2019ll forget that they\u2019re able to use it.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"700\" height=\"393\" src=\"https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/botw.jpg\" alt=\"The two, kneeling\" class=\"wp-image-1178\" srcset=\"https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/botw.jpg 700w, https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/botw-600x337.jpg 600w, https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/botw-300x168.jpg 300w\" sizes=\"(max-width: 700px) 100vw, 700px\" \/><figcaption class=\"wp-element-caption\">The two, kneeling<\/figcaption><\/figure><\/div>\n\n\n<p id=\"72e3\">I\u2019ll give you an example from the recent&nbsp;<em>The Legend of Zelda: Breath of the Wild.<\/em>&nbsp;There is a quest in the game that tasks you with restoring a fractured tablet. Once you do that, it tells you the following:<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>When the two find their place and kneel in reverence, the shrine will reveal itself.<\/p>\n<\/blockquote>\n\n\n\n<p id=\"2f92\">This sounds straightforward enough. There are clearly two spaces for you to interact with.&nbsp;<em>Breath of the Wild&nbsp;<\/em>even has a crouch\/kneel button. The problem was, I had not used this function more than once, for the ENTIRE game. I completely forgot that it existed, and was unable to solve this puzzle without looking up a walkthrough. I wasn\u2019t alone in this either \u2014 I talked about it with my friend who was also stuck, and he revealed that his closest guess as to what to do was wait until beating the game, then hopefully be able to play as Zelda, who had a crouch function. I think he was confused by \u201cthe two\u201d.<\/p>\n\n\n\n<p id=\"d4d3\">Anyway, the point I\u2019m trying to make is that players can forget controls, and this leads to the players assuming that they\u2019re solving the game wrong. Which they are \u2014 but it\u2019s not really their fault if the game gives them no indication of how to solve a puzzle, and no opportunities to practice it before they get to this point.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/Gif3.gif\" alt=\"Above, with directional UI\" class=\"wp-image-1188\" width=\"475\" height=\"358\"\/><figcaption class=\"wp-element-caption\">Above, with directional UI<\/figcaption><\/figure><\/div>\n\n\n<p>This is what the Clone UI looks like now. Although it\u2019s still not perfect (it doesn\u2019t really accurately represent how far a clone will be shot), it does do one thing better \u2014 it conveys direction. Players are now able to much more easily figure out how to solve a number of puzzles, not just at 2\u20132, but in a number of small ways where shooting a clone in a direction is easier than creating a stack and jumping your way through.<\/p>\n\n\n\n<p>Similar to my last article, this revelation only really came through when I had players testing my game. I never imagined that people would simply forget a function they were able to perform in the game. So\u2026 I guess my thesis for this article is the same as for my last one! Have people play your games. You\u2019ll be surprised by all the ways that players do the exact opposite of what you expect them to.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"563\" height=\"447\" src=\"https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/Clone.png\" alt=\"Clone\" class=\"wp-image-1187\" srcset=\"https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/Clone.png 563w, https:\/\/noblesteedgames.com\/blog\/wp-content\/uploads\/2023\/12\/Clone-300x238.png 300w\" sizes=\"(max-width: 563px) 100vw, 563px\" \/><\/figure><\/div>\n\n\n<p>We hope you enjoyed reading this! Have a question or want to chat more about game development?&nbsp;<a href=\"mailto:hello@noblesteed.games\" data-type=\"mailto\" data-id=\"mailto:hello@noblesteed.games\"><strong>Reach out to us!<\/strong><\/a><\/p>\n\n\n\n<p>Other places you can find us:<\/p>\n\n\n\n<ul>\n<li>Our other&nbsp;<a href=\"https:\/\/noblesteedgames.com\/blog\/category\/gamedev-resources\/\">game development resources<\/a><\/li>\n\n\n\n<li>Join our<a href=\"https:\/\/discord.com\/invite\/Ka8suskKcs\">&nbsp;Discord serve<\/a>r<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>We talk about how and why the UI for creating a clone evolved in Duped.<\/p>\n","protected":false},"author":1,"featured_media":131,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"neve_meta_sidebar":"","neve_meta_container":"","neve_meta_enable_content_width":"","neve_meta_content_width":0,"neve_meta_title_alignment":"","neve_meta_author_avatar":"","neve_post_elements_order":"","neve_meta_disable_header":"","neve_meta_disable_footer":"","neve_meta_disable_title":"","footnotes":""},"categories":[40],"tags":[11],"ppma_author":[65],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.1 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Building Around the Player: Cloning UI | Dev Blog<\/title>\n<meta name=\"description\" content=\"We talk about how and why the UI for creating a clone evolved in Duped, sharing some of our game design process and insight.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" 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