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Design Prioritisation

Brayden Beavis

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The design team initially proposed that we use the spaceship as the central HUB world for the player to return to after a mission’s closure, with this decision unanimous, we began to work chronologically into the game. On the contrary to regular practice and due to inexperience, we began working on the players introduction to the game and tutorial first, before turning our attention to the roguelike elements required, as per the brief.

Much of the design work that the team and I worked on was based around the level design of the HUB world and the narrative that could be construed through onboarding. Due to the focus in this area, the main game suffered inattention.

Systematically speaking, once the scripts were working in the HUB world, they were supposed to translate smoothly into the level generation there after. Unfortunately this did not go as planned and by the time our attentions had turned to the procedural generation, serious system issues began to highlight themselves. I believe that if we had have worked solely on the procedural generation first to meet the brief requirements and then worked backwards, creating the HUB world then the tutorial, we would have a product that is much more compatible with the brief. As I venture into other projects, this lesson learned in prioritising, I feel is the most important one that I will carry with me to ensure this issue is not repeated in future endeavors.

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