Busharium - Designing
Above is the Game Design Document
Busharium was the game our team worked on and developed for the end of year project in 2024 with 5 months of developmenmt time (July-November). The team consisted of 5 people.
Alicia Hayashi (Lead Designer)
Blake Andrews (Producer, Sound, Designer)
Phoenix Marsh (Environment, Shaders/TechArt)
Pierce Siddans (Environment, Characters)
Laochra Murray (Custom Engine, Tooling, Gameplay)
Unique Selling Points
A unique grid system using hexagons instead of normal squares.
Targeting to the cosy gamers market but designed for those who also like a little problem solving.
An Australian inspired game made by Aussies! Including mention of important issues such as species extinction, climate change and environment protection.
Busharium was a cosy/puzzle game I helped design. The original pitch "Hexes of Creation" was from one of the teachers at AIE, and is the project I got put in. Busharium is our game that spurred from that original pitch. The core idea was to create a tile game. I worked on the team as a producer, temporary sound designer who became sound director, and also generalist designer.
Back in July, we had four weeks of Pre-Production to rub our heads together and build upon one of the teachers pitches for "Hexes of Creation" which was generally presented as a cosy deck builder. For the first week we spent a lot of time together getting a basic concept for the game together, and in retrospect a lot of the fundamental systems we thought of then still exist, but a lot got the axe.
In the image here (2nd week of Pre-Prod) Alica and Myself created a paper prototype of what a "session" of the game could look like. This included the idea the player having a certain space to work with, and having a resource to spend to place these tiles. On top of our four tile types that we have in our game today (each with three distinct varients) each varient was originally going to have "density" levels which could effect the amount of something on each tile. In theory this would give us more assets from the art team because they could reuse those assets, but was removed out of fear of not enough time, and overcomplicating a cosy game.
Back when Busharium was refered to as just Hexes of Creation, we spent a lot of time in those first couple months going over and iterating and expanding upon gameplay ideas we had. My favourite change was doing the opposite of a similar game "Dorf Romantik" (which was presented in the original pitch). In that game the player has a limited supply of resources, but an infinite world space. I wanted the opposite. This laid down the idea of the player needing to pursue some objective inside this limited space to both expand the area, and also introduce a puzzle element.
I thought of this idea because the Artists very early on wanted to do something based in fantasy, which evolved into nature. The main selling point of our game became clear in that first couple weeks of Pre-Prod because most top-down stratergy games were about building settlements and controlling armies, ours would be soley on bringing back the enviroment. That's what led to me to the idea of having the "corruption", so it would be an opposing force to the player. This however later on in development simply just became a fog-of-war for the playerunfourtantely, as the artists and progammers had more important aspects of the game to work on.
At it's core, the main gameplay loop we settled on was placing tiles to create combinations, that would either give the player different scores, or create a habitat. Habitats would give you new tiles, a higher score would give you more playable space. This ideally was to get the player thinking more strategically about what they were doing. But what we failed to recognise was the identity of our game needed to be cosy, and that reflected in the playtests. People didn't care about the environment they were creating, and most people would spam tiles.
This then led to Alicia's idea of having some old lore book that the player would have, and discovering tiles would give you hints as to how it might benefit from other tiles.
At one point, we had players spamming tiles to gain score to get new tiles (after the rewards were swapped) and this caused us to want to rework the score system. This new system was called "balance" and the idea was for the player to "balance" all four of the tile types in the game. While the idea was solid at first. It helped alieviate players spamming, and would encourage players to decorate and take their time with the environment. The downsides we came across? The UI was hard to conceptualise and looked ugly when we tried for a minimilistic design, and it also stopped letting those few previous players who wanted to decroate... not decorate. Everything had to be generally balanced to progress. So if you honestly wanted to make an ocean, you were punished for it. Nothing cozy in that.
Ultimately, a lot of cool ideas we had just couldn't be fit anywhere in the game with the amount of time we had left, and the size of the team. For the final version of the game, tile's and world space are tied to the habitats you create, and the player can pursue these habitats by following the stickerbook.
Concept
Only 3 variants of tiles
Placable tiles
Alpha
All tile types & variants
Scrapbook added
All habitats introduced
Replaceable tiles & rotateable
Temporary Crosshair
Beta
Hexagon highlight & select
Scrapbook changed to a Stickersheet
Camera placement adjusted
Fog-of-War added
Zoom implimented
Hugely updated assets
Gold
Shader finished
Zoom UI added
'Sticky' radial menu
Final version of assets