Building Around the Player: 1-3

Hey guys,

One of the biggest pieces of knowledge that I have gained over the process of building Duped is the value of playtesting. I already knew this, theoretically. Playtesting 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. To illustrate that, I’m going to talk about the changes that one level in the game went through – the third level in the game.

Continue reading Building Around the Player: 1-3

Maximising the Fun in Mundane Interactions

Hey guys,
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.

Continue reading Maximising the Fun in Mundane Interactions

Time to Dev Log

So… I’ve had a bit of a tumultuous relationship with dev logs in the past. I’ve tried to start them a few times and have always kind of petered out. BUT – I’m trying to legitimise, and being consistent with my development work is a step towards that. In my process of trying to develop games consistently, I’m going to be doing a dev log (so that I can stick to this, and also so that people can follow along).

That’s the backstory! Let’s get into our first devlog.

Continue reading Time to Dev Log