Professional Documents
Culture Documents
Final Flag:: Process, Prototype + Course Documentation
Final Flag:: Process, Prototype + Course Documentation
FINAL FLAG :
PROCESS , PROTOTYPE +
COURSE DOCUMENTATION
Overview
Inspiration
Game Analysis (Othello + Chausar)
Iterative Prototypes (Concept 1, 2.1 & 2.2)
Final Prototype
Further Improvements
NOITCUDORTNI FEIRB A
OVERVIEW
- Territory - Minimalism
- Attack/ Kill - Strategy
2 Player game
Strategic
OTHELLO
Short game-play time
Minimal Aesthetics
Player interaction through every
move made.
Rules are easy to understand.
Unpredictable win/lose margin.
Heavy investment in game-play.
Lack of theme/ narrative doesn't
affect experience of game-play.
GAME ANALYSIS
2-4 Player game
Luck- based Strategy
Game-play pace depends on luck CHAUSAR
with dice rolls.
Investment factor: Attacking
other players' tokens.
Strategy factor: Picking which
token to move and when to
move it, safe spaces available.
Clear goal: Get all tokens to the
center of the board or "home"
before anyone else.
GAME ANALYSIS
CHANGES IN CHAUSAR?
PROTOTYPES
Concept 2.1
Concept 2.2
CONCEPT 1
LUCK-BASED GAMEPLAY
NUMBER OF PLAYERS : 2
RECOMMENDED AGE ; 5+
CONCEPT OVERVIEW
Players roll the dice and move their tokens
around the board.
Purpose:
Fasten pace of game-play which felt slow
in a normal game of Chausar.
Use the general board shape and
movement of Chausar.
Add a theme/ narrative to add to the
experience of the game.
Add more strategy to the game
CHANGES MADE TO BASE GAME
Double- layer of luck, in dice roll and then
random distribution of points, made the
game seem pointless and more luck
based- than strategic.
FEEDBACK
CONCEPT 2.1
STRATEGY-BASED GAMEPLAY
NUMBER OF PLAYERS : 2
CONCEPT OVERVIEW
Each player controls 4 tokens, all of which
they have to get to their opponent's
territory.
Types of tiles:
Normal (Attacks possible)
Safe zone (Defense, no attacks possible)
Portals ( Attacks possible)
MECHANICS
Movement of the player tokens is based
on the direction of the tiles they are on.
MECHANICS
Inspiration : CHAUSAR
Territory acquisition
Attacking other player tokens
Player tokens do not permanently die.
Purpose:
To make a more strategy-based game
(feedback from Concept 1).
Use the general mechanics of Chausar but
not limit it by the shape of the board.
Add a unique movement factor to game-
play (changing direction).
CHANGES MADE TO BASE GAME
Need to place a rule so that unnecessary
stalemates are avoided.
Experimentation
CONCEPT 2.2
STRATEGY-BASED GAMEPLAY
NUMBER OF PLAYERS : 2
CONCEPT OVERVIEW
Each player controls 4 tokens with flags
on them. They have to get these flags into
their opponent's territory.
Types of tiles:
Normal
Safe zone
Portals
MECHANICS
Additions to base prototype:
Added coin- flip.
Made the visual language more minimal
and colour-code oriented.
Added 'flags' to make the game-play
continuously interactive.
Reduced the number of portals and safe
zones that can be placed on the board.
PROTOTYPE
DIGITAL VISUALISATION
NUMBER OF PLAYERS : 2
CONCEPT OVERVIEW
2D REPRESENTATION
3D REPRESENTATION
2D REPRESENTATION OF GAME PACKAGING
3D REPRESENTATION OF GAME PACKAGING
PLAYER TOKENS ROUND TILES BOARD PLAYER SHIPS
Normal Tile
Portal
Safe Zone
Components
Each player controls 4 tokens with flags on
them. They have to get these flags into their
opponent's territory.
Types of tiles:
Normal
Safe zone
Portals
RULES & MECHANICS
Players must place the tiles randomly on the The success of an attack is determined by coin flip.
board and ensure that- The player picks a side and if that side appears,
There are a total of 26 tiles- 22 normal, 2 portals the attack fails.
and 2 safe zones.
There are 3 start tiles on both sides, Any token that is successfully attacked and still
There is a fair distribution of portals and safe has its flag can rejoin the game after death. But,
zones. any token without a flag is permanently out of the
game if successfully attacked.
Movement of the player tokens is based on the
direction of the tiles they are on. Every time a player successfully plants their flag in
enemy territory, they have to turn the board either
The tokens can move in a range of 1 to 2 spaces in in an anti- clockwise or clock-wise direction,
any direction available. This range applies to their according to their preference.
attacks as well.
A player can only throw their flag in enemy
The tokens can move vertically, horizontally as well territory if the tile they are on is pointed in that
diagonally. direction.
IMMEDIATE MOVE
JUMP
ATTACK
PORTAL TO PORTAL
DEVELOP
GAME-PLAY
Work out the kinks in the
game-play.
COMPREHENSIVE
RULEBOOK
Layout to make the rules
PLANS TO DEVELOP THE GAME
more understandable in print.