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YALP FO STNEMELE : ELUDOM

FINAL FLAG :
PROCESS , PROTOTYPE +

COURSE DOCUMENTATION

Arashdeep Singh & Shalaka Rawat | TGD 2019 | NID, Gandhinagar


CONTENTS
SSECORP PETS-YB-PETS

Overview
Inspiration
Game Analysis (Othello + Chausar)
Iterative Prototypes (Concept 1, 2.1 & 2.2)
Final Prototype
Further Improvements
NOITCUDORTNI FEIRB A
OVERVIEW

Get ready to go on a mind-turning


adventure in a game that requires you to
keep your wits about you.

Take over your opponent's pirate ship


and defend your own in Final Flag, a 2
player strategy game for ages 12 and up.
INSPIRATION

CHAUSAR/ LUDO OTHELLO

- 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?

THEME NARRATIVE GAMEPLAY TIME

Changes in visual Why is the game being The game needs to be


language and narrative. played? What is it about? sped up, feels slow.
Concept 1
ITERATIVE

PROTOTYPES
Concept 2.1

Concept 2.2
CONCEPT 1

LUCK-BASED GAMEPLAY
NUMBER OF PLAYERS : 2

GAMEPLAY TIME : 15 MINUTES

GOAL : BE THE FIRST TO GET


20 POINTS

RECOMMENDED AGE ; 5+

CONCEPT OVERVIEW
Players roll the dice and move their tokens
around the board.

Each player controls 4 tokens/ characters.


Each character has different abilities. For
example, one character can move double
the number on the dice.

All the tiles on the board are worth a


certain number of points. Each tile can be
collected only by a specific character.

The points on the tiles are random,


ranging from 1-3 points.

Attacking the opponent's character gives


the player a +2 point bonus.
MECHANICS
Inspiration : CHAUSAR
Movement around the board in a loop.
Attacking other player tokens

Additions to base inspiration:


Added characters, further step was to add a
narrative.
Point- based goal achievement.
Miniscule strategy when picking which
character to move forward.

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.

Barely any strategy involved in the game.

The concept and purpose of the


characters in the game did not come
across at all.

Too focussed on lessening game- play


time than on creating a more immersive
experience.

FEEDBACK
CONCEPT 2.1

STRATEGY-BASED GAMEPLAY
NUMBER OF PLAYERS : 2

GAMEPLAY TIME : 45 MINUTES

GOAL : BE THE FIRST TO GET


ALL YOUR TOKENS IN YOUR
OPPONENT'S TERRITORY

RECOMMENDED AGE ; 12+

CONCEPT OVERVIEW
Each player controls 4 tokens, all of which
they have to get to their opponent's
territory.

Players get 2 moves per turn. With those 2


moves, they can choose to-
Move their token.
Turn a tile on the board.
Attack their opponent. (Dice roll)

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.

The tokens can move in a range of 1 to 2


spaces in any direction available. This
range applies to their attacks as well.

The tokens can move vertically,


horizontally as well directionally.

The success of an attack is determined by


dice roll.
Tokens that are successfully attacked, go
back to their own territory and can be
brought back into the game from the next
turn onwards,

MECHANICS
Inspiration : CHAUSAR
Territory acquisition
Attacking other player tokens
Player tokens do not permanently die.

Additions to base inspiration:


Movement by changing directions
Inclusion of more strategy.
Reduce luck-component in game-play
(dice roll only applies to attack attempts.)

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.

The attack needs to be less luck- based as it


makes achieving the goal feel a bit futile.

Game-play feels a bit slow as the tiles are uni-


directional and turning them takes too many
turns. 

Too many rules make the game-play complex.


The actions of shooting and jumping are
confusing.

The safe zone feels a bit useless.

Once a token successfully reaches the enemy


territory, the number of tokens that can be
used reduce making any defensive strategy
redundant. FEEDBACK
SAFE ZONE NO DICE +1 MOVE

Attacks from safe Removed dice as Gave another move


zone are possible determiner for to any player who
attacks. Every attack makes a successful
within range made attack.
successful.

RESULT: RESULT: RESULT:


Made game-play more Made the efforts of the Appealed to some test-
interactive and a little player seem more players and didn't
faster. futile. appeal to some. Kept
as a variation rule.

Experimentation
CONCEPT 2.2

STRATEGY-BASED GAMEPLAY
NUMBER OF PLAYERS : 2

GAMEPLAY TIME : 30 MINUTES

GOAL : BE THE FIRST TO GET


ALL YOUR FLAGS IN ENEMY
TERRITORY

RECOMMENDED AGE ; 12+

CONCEPT OVERVIEW
Each player controls 4 tokens with flags
on them. They have to get these flags into
their opponent's territory.

Players get 2 moves per turn. With those 2


moves, they can choose to-
Move their token.
Turn a tile on the board.
Attack their opponent. (Coin flip)
Throw flag into enemy 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.

CHANGES MADE TO BASE GAME


Movement of the player tokens is based on the
direction of the tiles they are on.

The tokens can move in a range of 1 to 2 spaces


in any direction available. This range applies to
their attacks as well.

The tokens can move vertically, horizontally as


well directionally.

Attacks are possible from any tile as long as the


opponent's token is within range.

The success of an attack is determined by coin


flip. The player picks a side and if that side
appears, the attack fails.

Any token that is successfully attacked and still


has its flag can rejoin the game after death. But,
any token without a flag is permanently out of
the game if successfully attacked. MECHANICS
Limit the chance to attack- once per turn.

Define rules for the starting tiles to avoid


wasting moves on turning them.

Introduce a theme to help keep track of


the many rules in the game and give
them a purpose.

Need to give the soldiers a different


attribute/ role after they put their flags in
enemy territory to avoid them blocking
the start tiles.

Need to figure out the perfect pattern of


placement for all the tiles to make sure
there is a fair distribution of the portals
and safe zones.
FEEDBACK
FINAL

PROTOTYPE

DIGITAL VISUALISATION
NUMBER OF PLAYERS : 2

GAMEPLAY TIME : 30 MINUTES

GOAL : BE THE FIRST TO GET


ALL YOUR FLAGS IN ENEMY
TERRITORY

RECOMMENDED AGE ; 12+

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.

Players get 2 moves per turn. With those 2


moves, they can choose to-
Move their token. (Portal-Portal movement
is not counted as a move.)
Turn a tile on the board.
Attack their opponent (Coin flip) (Only
available once per turn).
Throw flag into enemy territory. (From the
second-line or first-line before enemy
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.

Attacks are possible from any tile as long as the


opponent's token is within range.
RULES & MECHANICS
RANGE

The tiles in yellow show


the range of the token.
TURN A TILE

IMMEDIATE MOVE

JUMP

ATTACK

PORTAL TO PORTAL

Movements TURN THE BOARD


TURN A TILE

Tiles can be turned in 8


directions, including
diagonals.
IMMEDIATE MOVE

Players can move their


tokens to any tile in their
immediate range (shown
by yellow tiles) even if the
tile they are on does not
point in that direction.
This counts as a move
JUMP

Players can jump over a


tile to another tile if it is
within range and in the
direction that the tile
they were on pointed
towards.
ATTACK

Players can opponents if


their tokens are on tiles
within range (shown by
yellow spaces). 
In this case (right), the
pink arrow shows the
correct option for
attacking as the token is
within range, in the right
direction, and not in a
safe zone..
PORTAL TO PORTAL

Players can move their


tokens from one portal
tile to another. This does
not count as a MOVE
within a TURN.
Direction of the tile does
not matter in this case.
TURN THE BOARD

After a player throws a flag


into their opponent's
territory, they have to turn
the entire board in
whichever direction-
clockwise or anti
clockwise- that they prefer.
VISUAL
AESTHETICS
Try out a few more
different visual styles.
FURTHER
RULES IN
MULTIMEDIA
Make an instructional
video for players.
IMPROVEMENTS

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.

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