PREAMBLE

These aren’t your standard design notes. Not only are they barely legible, but these are much, much lamer. This is also NOT how standard games are made. We’re two brothers who worked with one another at home, and we used Skype to communicate with the artist and musicians. Once you expand to a larger development team, things might fall apart. We also wing a lot of things… A LOT.

Rogue Legacy required about 2 month of time to develop a basic engine and level editor to support the game we wanted to make. It was during this time when the majority of the core for Rogue Legacy was designed. So for this game, the concept was literally being made in conjunction with the tools that would be required to build it. Sort of a chicken or the egg scenario.

***A lot of these notes were for the preliminary design. Additional notes were made as development of Rogue Legacy progressed, but they were more specific to individual issues that arose during production. Also these notes aren’t in chronological order. We don’t know what the correct order is.

Teddy Lee

Creative Designer

Rogue Legacy Design Note #1