From an Alpha to Release
This project has undergone a substantial redesign since its initial alpha, while retaining its core conceptual framework. The central idea, using a playable space shooter to articulate the stages of the game development pipeline through principles of visual hierarchy, has remained consistent. Development has focused on clearly articulating each production phase, strengthening the connections between pipeline stages and visual hierarchy concepts, and expanding the supporting auxiliary information. As a result, the project has progressed from a disjointed proof of concept into a cohesive and publicly playable educational game. While further refinement is planned, the project now exists as a complete and functional experience.
Updates Implemented Since A…
From an Alpha to Release
This project has undergone a substantial redesign since its initial alpha, while retaining its core conceptual framework. The central idea, using a playable space shooter to articulate the stages of the game development pipeline through principles of visual hierarchy, has remained consistent. Development has focused on clearly articulating each production phase, strengthening the connections between pipeline stages and visual hierarchy concepts, and expanding the supporting auxiliary information. As a result, the project has progressed from a disjointed proof of concept into a cohesive and publicly playable educational game. While further refinement is planned, the project now exists as a complete and functional experience.
Updates Implemented Since Alpha
- Performance, stability, and build optimisation, informed by internal testing and classroom deployment.
- Minor visual asset and visual effects adjustments, refining consistency and moment-to-moment feedback.
- Development of a supporting quiz, extending learning beyond play and reinforcing pipeline concepts.
- Narrative design and integration of written and auxiliary content, reinforcing educational intent and conceptual links.
- Complete redevelopment of the user interface and main menu, emphasising visual hierarchy and phase-based visual progression.
- Refinement of player movement and firing behaviour to improve responsiveness, readability, and flow.
- Development of a simple boss encounter to formally conclude the educational mode after working through all phases.
- Expansion of core gameplay systems, including health and power-up systems, and progression systems.
- Development of a refined wave progression system, improving pacing and difficulty ramping across phases.
- Implementation of fail-safes and recovery systems to support continued play and reduce hard failure states.
- Architectural refactor of the codebase, improving modularity, readability, and long-term maintainability.
- Restructuring of production phases to clearly articulate stages of the game development pipeline.
Planned Future Updates
Minor Updates
- Removal of the redundant exit button inside of WebGL Build on Itch.
- Removing locked visual states in the phase’s menu after completion of the educational mode when cycling is enabled.
- Implementation of a fixed 16:9 aspect ratio to maintain visual consistency across devices.
Major Updates
- Release of the accompanying Game Design Document to strengthen alignment with educational outcomes.
- Audio playback for written content to improve accessibility and support diverse learning needs.
- Introduction of an Endless Mode to extend play beyond the structured pipeline progression.
- Refinement of the music and audio system to better support mood, pacing, and player feedback.