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
So, my past few dev logs have all been thought processes and ideas behind certain aspects of the game. Those are fun to write, but I also want to include some of the updates that I have put into the game, so that people can see the progress being made. So, this week’s post is actually going to be some updates in the latest version.
Continue reading Duped Updates: Tweak Week
This week I’ll be extended 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.
Continue reading Turning a square into a character
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
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