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GAME DESIGN DOCUMENT
DINO RUN: THE BOARD GAME




      NAME             STUDENT ID

   MARZIE ZANIS          108034

    DIANA WEE            107990

    VANESSA LU           102585

   GOH WAN YEE           102270

  MUHAMMAD HAFIZ         104934




                   Analog Game Theory [T231]

                   Understanding Test 2
                                               1
TABLE OF CONTENTS


  1. Title Page------------------------------------------------------------------------------------- 2


               1.1 Introduction to Dino * Run

               1.2 Copyright Information

               1.3 Overview of our remake of the game



  2. Set Up----------------------------------------------------------------------------------------- 5 - 7

               2.1 Setup Procedure

  3. Documentation----------------------------------------------------------------------------- 8 - 35

               3.1 Ideation Process------------------------------------------------------------ 8

               3.2 Iterations

                             3.2.1     Iteration Process One------------------------------- 8 - 10

                             3.2.2     Iteration Process Two------------------------------ 11

                             3.2.3     Iteration Process Three---------------------------- 12 - 14

                             3.2.4     Iteration Process Four------------------------------ 15

                             3.2.5     Iteration Process Five------------------------------- 16 - 18

                             3.2.6     Iteration Process Six--------------------------------- 19 - 22

                             3.2.7     Iteration Process Seven----------------------------- 23 - 29

               3.3 Final Game Confirmation------------------------------------------------- 30 - 32

               3.4 Overall Playtest Results for all the Iterations------------------------ 33 - 35

  4. Game Overview--------------------------------------------------------------------------- 36

               4.1 Game Concept

               4.2 Asset List

               4.3 Target Audience and Rationale




                                                                                                             2
5. Gameplay and Mechanics--------------------------------------------------------------- 37 – 40

             5.1 Gameplay

                           5.1.1    Objectives

                           5.1.2    Play flow

             5.2 Mechanics

                           5.2.1    Movement

                           5.2.2    Objects

                           5.2.3    Actions

6. Management---------------------------------------------------------------------------------- 41 - 42

7. Playtest Results ------------------------------------------------------------------------------ 43

             7.1 Feedback from Playtesters

8. Appendix--------------------------------------------------------------------------------------- 44




                                                                                                          3
1. DINO * RUN

1.1 AN INTRODUCTION TO DINO * RUN




1.2 COPYRIGHT INFORMATION

Game was originally an independent flash game created by PixelJam.

       GAME OBJECTIVE

       Game involves player controlling a Dino in a side-scrolling landscape escaping the
       impeding ‘doomsday’ which would kill the player ultimately.

       GAMEPLAY

       Players only use the basic keys [arrows keys] to control the Dino while collecting
       eggs and devouring bones to advance the dino’s evolution.



1.3 OUR TAKE

Inspired by the digital game: Dino * Run

Name of Board Game: DinoRun: The Board Game

To create a board game based on the idea and concept of the orignal game while modifying
certain gameplay elements and gameplay mechanics.

Game rules are tweaked so that the game can be played on an analog board. Several
changes were made to the game to make it more challenging and exciting.




                                                                                            4
2 SET UP

2.1 SET UP PROCEDURE

  Every player gets to choose which token they want to use to represent them on the
  game board.




  Players should also ready a 6 sided die to roll in order to determine who would start first.




                                                                                             5
A 5 by 5 board should be placed on the table where the game is to be played.

On the 5 by 5 board, alphabet cards should be placed on each grid, filling up all the
grids.




“Step” and “Action” cards are shuffled and placed at the bottom right of the game board.
So that players can draw whenever needed.




“Step” and “Action” cards are shuffled together into a deck.




                                                                                           6
The excess alphabet cards should be kept in a pouch and randomly drawn to replace the
empty spots in the grid.




These eggs are pasted at the back of some of the alphabet cards, labelling the cards
with additional bonus score multiplier.




                                                                                       7
3 DOCUMENTATION

3.1 IDEATION PROCESS (INSPIRATION)

The core mechanic of the digital version of Dino Run involves the player controlling a Dino
running away from the impeding ‘doomsday’. During which, the player can collect eggs and
bones to advance the dinosaur’s evolution.

                                                                   ‘Doomsday’ (Meteors)

                                                                   Dinosaur which players control

                                                                   Eggs players can collect to receive
                                                                   1 DNA for every 8 eggs collected




From the gameplay concept of Dino Run, we modified the game so that the digital game can
be transformed into a board game.



3.2.1 ITERATION ONE

Considering the core mechanics, we transcribe the digital game into an Analog game. The
Analog game is then made with subtle changes so as to not deviate too far from the original
game.



Changes included:

  -   Player Movement

  -   Time Limit to complete game

  -   Board includes 60 steps



(Refer to the next page for the prototype board game)




                                                                                              8
PICTURE REFERENCES




                                                       Game Board steps mimic the
                                                       original Dino-Run game. Whereby,
                                                       player has to complete the game as
                                                       fast as possible while avoiding
                                                       certain obstacles.




Game Board (Consisting of 1 to 60 steps)




                                                       Player piece to resemble Dino in
                                                       Dino-Run




Player-controlled dinosaur (Player Piece)


                                                        Number cards used for player
                                                        movement



                                                        Special cards consisting of wild
                                                        cards to determine how player
                                                        ‘jumps’ over obstacles




Number cards and special cards are used to determine the number of steps a player takes
and also special cards to determine how player ‘jumps’ over obstacles.




                                                                                            9
‘Runners’ are meant to obstruct
                                                          player’s path as players would
                                                          have to use 3 steps just to get over
                                                          1 spiky. Thus, slowing down their
                                                          pace. Killing one runner would
                                                          reward the player with points

                                                          Eggs comes in 3 colours, red,
                                                          yellow, green, each representing
                                                          different amount of points given
                                                          when collected

‘Obstacles’ and eggs are shown to mimic what is present in the digital game. ‘Runners’
(small purple dinos) are made to hinder player movement. While coloured eggs when
collected, gives players points.




Point system for the first prototype game



PLAYTEST RESULTS

(Play test done with people in the class)

   1. Players rushing through to complete level instead of collecting eggs (making eggs
      redundant)

   2. Finishing the game is the player’s first priority

   3. Time limit given is too long

   4. Scoring system not as important as it should be



                                                                                                 10
3.2.2 ITERATION TWO
Still sticking to the original game play concept, we have added more features and also
changed some to the game to make the game play slightly more challenging and engaging.



Changes included:

  -     Addition of various cards

  -     Players given options at various points of the game

  -     Some game rules changed



Playable Cards Added

      Number Cards

      Acts as a die – Used for player to determine number of steps to move

      Special Cards

      Aids players in jumping over Spiky Dinosaurs

      Skip Cards

      Moves 1 step forward



PLAYTEST RESULTS

      (Play test done with people in the class)

      1. Rules too complicated

      2. Players still rushing through to win the game

      3. Bonuses are again redundant.




                                                                                     11
3.2.3 ITERATION THREE
After observing the play testing previously, several changes were then made to the game.
More elements were included, almost changing the game completely. Various elements
were included deviating the game from its original core mechanics.

Changes Included:

  -     Inclusion of treasure chests

  -     Reduction in time allowed to complete the game

  -     Spinning marker added to calculate jump probability

  -     More action cards added

  -     Multiplayer element included (Up to 4 players)

Purpose of each change:

      Inclusion of treasure chests

      Each treasure chests contains special cards that can aid the player in several ways
         - Random cards to be drawn by player when they open a treasure chest
                o Time increment cards (+5/10/20/30 seconds)
                o Point bonus (5k, 2k, 1k)
                o Sprint boost (+ 5/2/1 step(s))

      Reduction of time to complete game;
      Reduced time forces players to complete game faster and also, collect power-ups and
        rewards for additional time. This discourages players from choosing to rush through
        the whole level

      Multiplayer element included;
      Makes game more enjoyable and allows people to compete with each other

      Spinning marker added for jumps;
      Jumps are now random whereby players spin a spinning marker to determine if they
      manage to get over road blocks. On the spinning top, percentage chance would be
      included, and depending on the players luck, it would be determined if they manage to
      get over the road blocks.

      Red zone on spinner allows player to make a jump
      Blue zone on spinner does not allow player to jump, meaning they have to stay put on
      where they are standing




                                                                                             12
Inclusion of Action Cards;
Players get to sabotage other players using action cards, (Jump, block, run)
Run -
Block – Block other players slowing them down, preventing them from progressing
Jump – Jump over Spikys and the ‘Block’ cards placed by other player



PICTURE REFERENCE




Board revised, but from steps 1 to 60, with players landing on step 61 as the winning
  player.




New player pieces. Also, more pieces are included so that more people can play it
  together




                                                                                        13
Treasure chests added whereby player can choose if they want to open them to get
rewards

                                                          Probability spinner players would
                                                          use to determine whether they
                                                          make the jump across the spikys

                                                          Movement cards players use to
                                                          determine steps to take.

                                                           New action cards for players to use
                                                           and strategize against other players
                                                           for their advantage

                                                           Bonuses that can be obtained from
                                                           treasure chests

New playing cards were added on top of the already in use movement cards


PLAYTEST RESULTS

(Play test done with people in the class)

1. Players who start first would have an advantage to winning the game.

2. Game rules not clear enough whereby players do not understand the purpose of each
   egg, power up, etc

3. Some action cards are confusing. For instance ‘Run’ & ‘Jump’ card.

4. An additional NPC dinosaur confuses players more.

5. Game duration considered too long as there are many power cards that add time.



                                                                                           14
3.2.4 ITERATION FOUR
   Not much change made. Most of the games play mechanics from version 3.2.3
   are retained except several minor changes.

   Changes made:

       -   Board size increased from 60 steps to 70 steps

       -   Cards included are Movement cards, Action cards, Treasure cards

       -   ‘Doomsday’ effect omitted



Purpose of each change:

   -   Board size increment

   -   Duration of game prolonged

   -   Increased playtime

   -   Longer playtime so that people would have a longer time to think how they
       would want to make the move.



Cards added;

Movement cards – Allows player to choose how many steps they want to move

Action Cards –

Treasure Cards - Time extension, + steps, block card




                                                                                   15
3.2.5 ITERATION FIVE
Major changes were made to the game. Game play was also changed. Game starts to show
resemblance to scrabble.

Target audience: 10 years old and above

Changes made:

       -   Board size changed to 6 by 12, 72 grids in total. Grid format instead of pathway
           format previously

       -   Game made into a word game

       -   Game consists of alphabets placed on the grids (3 sets of alphabets)

       -   Game play differs largely from original Dino-run

Main Objective:

       -   To create words as fast as they can. Game is point based, not about how fast the
           player can finish the game

Sub-Objectives:

       -   Player has to get from 1 end of the board to another end

       -   While collecting alphabets around them to form words

       -   Words created must be those found in an English dictionary (Minimum of 3
           letters)

       -   The longer the word, the more points given



Power cards functions:

‘Destroy’ – Able to destroy the last path of their opponent (Letter cards will be replaced,
unrevealed)

‘Trade’ – Trade an alphabet from the opponent

‘Steal’ – Steal a word from the opponent



*DESTROY/DEMOLISH CARDS’ LETTERS ARE TO RETURN TO THE DECK ONCE
MOVED.




                                                                                              16
GAMEPLAY

1. Player to roll a die to see who would start first. And also, determining which point of the
   board to start from.

2. Landing on a point would allow the player to flip over the alphabet cards around them.

3. Players are required to form pathways with the given ‘path cards’ to reach the other end.

4. Players are required to use the ‘path cards’ given to form a path. Maximum number of
   path cards a player can hold would be 7. After 1 card is used, player is to draw another
   one.

5. For every ‘path card’ that is placed, players are allowed to flip over surrounding alphabet
   cards

6. Players are allowed to change their path in their next turn

7. Players are allowed to overlap their existing path with a new path card

8. Players are required to form at least 3 words if not they would lose the game



PICTURE REFERENCE

                                                                 Game board with grids drawn into
                                                                 them.


                                                                 ‘Path Cards’ used by players to
                                                                 form paths to reach the other end.


                                                                  Alphabet cards overturned in the
                                                                  game board whereby players need
                                                                  to pass through them and turn over
                                                                  cards to reveal alphabets



New rectangular board added with 72 grids, whereby players need to make it to the end of
the board.




                                                                                              17
Path cards have different routes
                                                             drawn on them so that different
                                                             paths can be formed




‘Path Cards’ whereby players use to form their path to get to the other end




Alphabet cards are used by players to form words. 3 sets of 26 alphabets. With a total of 78
cards.




                                                                                                18
3.2.6 ITERATION SIX
Looking back at our previous game at the various iteration process 3, 4 and 5, we decided to
trying combining the game play into one game and try it out!

We kept the original Dino-Run race to the end, but also included a new element which
involves the players collecting alphabets to form words so that they would be allowed to
complete the game.

This game involves players placing 1 alphabet card on each step. For every step, there
would be 1 alphabet card, whereby players can collect after they have landed on the step.



GAMEPLAY

Multiplayer game of up to 4 players

1) A player would roll a die determining the amount of steps he/she can take

2) For the first 10 steps the player lands on, they are not allowed to collect any alphabets.
   They are only allowed to do so after the first 10 steps.

3) Landing on a step allows players to collect the card.

4) The minimum number of letters to form a word would be 4. Anything below 4 would
   result in the player not allowed to complete the game, and they would have to go back to
   the start again.

5) First player to finish the course together with a properly formed word that exist wins the
   game.

# Game requires players to plan the amount of steps they want to take if they want to form
longer words. Also, planning allows the player to have a chance to decide on what letter they
want.



Game Rules:

1) Player allowed to have 5 step cards in hand

2) Player allowed to draw additional cards based on the number of step card they put down




                                                                                                19
PLAYTEST RESULTS

           Problems in game                            Proposed solutions

Arrangement of alphabets. Alphabets         Alphabets arranged according to vowels
arrangement not ideal as letters are
randomly placed which can be hard to
get certain letters

Numbers on step cards too big, making       Steps card number reduced to smaller
players move several steps, ending          numbers so that players would not rush
game quickly with few letters gathered      through the game and miss letters they
                                            want

Difficulty forming words                    Give players free will to form any word
                                            they want with the minimum of 4 letters




Possible power ups that can be added:

      -    ‘Steal card’ (Steal another players card)

      -   Treasure (Free letter card whereby players can determine what letter they
          want)

      -   Egg (Similar effect as treasure, allows player to determine what alphabet
          they want)

      -   Swap (Allows player to swap a letter with another player of their choice)

#Action Cards are randomly drawn together with the number steps deck




                                                                                      20
2ND PLAYTEST RESULTS

Observations made during play testing

       -    Players who have good power cards have the upper advantage

       -    Players are given more choices when they are planning their moves



Questions the play testers were asked:

   1) What do you think about the game?

   2) Is there anything bad about the game?

   3) What do you think is good about the game

   4) Any suggestions for improvements or any implementation?



Breakdown of negative feedbacks and suggestions from playtesters

Playtest 1

           Feedback                  Considerations

Game Ends too fast             -   Increase amount of
                                   steps

                               -   Decrease the number
                                   of steps each player
                                   can take

Starting hand size too big     -   Decrease amount of
(2 Cards can be placed at          cards they can put
the same time)
                               -   Decrease cards in
                                   hand

                               -   Decrease the value of
                                   the steps

Game requires one to           -   No action taken
create a word just to finish       (Purpose of the game)
the race

Point system added.            -   Under consideration
Whereby each letter holds
                                                                                21
a number of points           -   (Point system for
                                 alphabets)




Playtest 2

        Feedback                   Considerations

Leading player with power    -   How to balance the
card can win the game            game in a way
easily                           whereby players falling
                                 behind can catch up?

Rule that makes player       -   Would implementing
return to starting point         the rules punish
when a word is not formed        players to hard?
is bad

Game duration too short      -   Will extending the
                                 game duration put a
                                 pressure on player?
                                 Positive feedback
                                 loop?

Add hint of the ‘egg’ card   -   Will giving a hint make
so that players can              the game too simple?
roughly get an idea of
what letter is needed

Placement of letters on      -   How should the letters
each step not well done.         be arranged so that
Making formation of words        picking them out and
harder                           forming words can be
                                 made simpler?



Feedback/Suggestions

-   Include a way whereby players get an option to move around the board as and
    where they want. (Non-linear game/Free will)

-   No board present, only alphabets arranged in a rectangle-like formation for
    players to play on

                                                                                  22
-   Every alphabet taken can be replaced

-   Challenge to form more than one word

-   Form more words for more points. Race to get as many points as possible

-   Alphabet cards can have values/bonuses




                                                                              23
3.2.7 ITERATION SEVEN
There was a change in the game system whereby the game is changed into a word game
consisting of alphabets placed in a 6 by 6 square formation. Players would play around the
new game board, forming words as they go.

Multiplayer game of up to 4 players

    A new word game was created, similar to that of boggle.

    -   Words can be formed with a minimum of 4 letters

    - Only 5 steps card can be held at a time (Players to use step cards to make
      movement based on the amount of steps)

    -   Players are able to move upwards, downwards and sideways

    - Alphabet cards are placed on a table, arranged in a 5 by 5 format with 35 cards in
   total

    -   For every alphabet taken, they would be replaced on the playing table

   - Players given 15 minutes to get 30 points whereby the player getting 30 points would
   win.

    - If not, players are to continue the game of up to 25 minutes whereby after 25
      minutes, the game ends

    -   However, they are also challenged to get 30 points the fastest

    -   Egg system added to various cards act as score multiplier

Game ending criteria

    -   When there is no more alphabet cards in the deck

    - Even though there is no more alphabet card in the deck, player can continue by using
      any of the alphabets left on the table

    - Game ends when there are no more alphabets cards or, no more words can be
   formed.

Special Bonuses

    - ‘Z and Q’ Players are able to change for other letters, adding 10points with a
    maximum of 2 letters

    -   Swap – Exchange a letter with another player

    -   Jump – Jump to any spot you want

    -   Steal – Steal an alphabet tile from another player

                                                                                           24
-   No-No – Cancels out previous actions

In addition to helping players score points easily, some alphabets are labelled with eggs
which as a score multiplier.

Eggs colour and their multipliers

Red – x 4

Yellow – x3

Green – x2

For the game, the amount of each alphabet differs depending on how frequent the particular
alphabet can be used in the English dictionary

The total number of alphabet cards is 100. Below would be a table breaking down the
number of alphabet cards there are

             Number of
Letter
               cards

   A              9

  B               2

  C               2

  D               4

  E              12

  F               2

  G               3

  H               2

   I              9

  J               1

  K               1

  L               4

  M               2

  N               6

  O               8

                                                                                            25
P            2

  Q            1

  R            6

  S            4

  T            6

  U            4

  V            2

  W            2

  X            1

  Y            2

  Z            1



The total number of alphabet cards is 98, excluding 2 blank cards.

For each alphabet, a point is allocated to it. Having this point system would show how many
points the player earns for using the alphabet.

Point System

The table below shows the amount of points a player can earn if they use the
alphabet cards

  Points                           Alphabets

      0       Blank tiles

      1       A, E, I, L, N, O, R, S, T

      2       D, G

      3       B, C, M, P

      4       F, H, V, W, Y

      5       K

      8       J, X



                                                                                         26
10          Q, Z

On some of the alphabet cards, they are labelled with eggs signifying that using that
alphabet would give the player more points

Alphabet        A      E        I        L      N       O        R       S       T      U

Quantity        9      12       9        4      6        8       6       4       6      4

Quantity
 of Eggs        5      8        5        2      2        4       2       2       2      2
assigned



Below is the total number of eggs present according to their colours. Also,
their score multiplier value is shown below.

     Egg Colour             Number of eggs            Score Multiplier

          Red                        6                       X4

         Yellow                     12                       X3

         Green                      16                       X2

     Total eggs                     34




                                                                                            27
PICTURE REFERENCES


                     New arrangement for
                     game whereby
                     alphabet cards are
                     arranged in a 5 by 5
                     format.




                     Step cards for players
                     to use to determine
                     the amount of steps
                     they want to take




                                      28
Special cards players
                                                                   can use to their
                                                                   advantage




A 6 sided die is used to determine which player starts first. With the player rolling the
highest number starting first




                                                                                           29
After 1 round of play testing, these were the feedbacks collected.

-   First player would have an advantage until a swap is made

-   Problem comes with distribution of alphabets

-   More flexibility in the tiles

-   Takes 20-25 turns to end the game

-   Allow trading of alphabet whereby players can choose when they want to trade
    off their alphabet for something better

-   Point system added to each alphabet (Take point breakdown from scrabble)




*After all the iterations, we’ve decided to continue with Iteration 7 and improve
the game based on that




                                                                                   30
FINAL GAME CONFIRMATION

For the final game this is the final and confirmed game that we would be submitting

Components:

   1) A 5 by 5 game board

   2) 4 player tokens

   3) Total of 100 cards with 98 labelled with alphabets and 2 blank cards

   4) Several step cards labelled 1 to 5

   5) Several action cards

   6) A 6 sided die

   7) Several padlocks to indicate that words have been locked on

   8) An egg multiplier score rubrics



For the complete game rules, refer to the rulebook.

Below would be to pictorial reference of the components




The game board                                     Game board with alphabet cards




                                                                                      31
Extra alphabet cards to be stored in a bag and randomly drawn to replace those that are
taken from the board




For each of the alphabet cards, a score is written on the top right hand corner so that players
can count how many points they can get when they acquire the word

                                                             Score for each letter stated at the top
                                                             right




Coloured eggs are stuck to the back of some cards.

The table below shows which and how many alphabets have eggs stuck to them

Alphabet       A       E        I       L        N       O       R        S        T         U

Quantity       9       12       9       4        6       8        6       4         6        4

Quantity
 of Eggs       5        8       5       2        2       4        2       2         2        2
assigned




                                                                                                 32
Step cards

These are movement cards players can use to denote how many steps they want to take on
the board. Taking note that players can only move up, down, left, right, but not diagonally




Action Cards

Action cards are also included and in the table would be breakdown of the number of cards
in a type of action card

  Card type            Swap               Jump               Steal             No-No

  Number of
                          4                  4                  2                  2
    cards




Padlock icons players can use to show that they have already locked on the word.
Preventing other players from stealing or swapping out the alphabets




                                                                                         33
3.3 OVERALL PLAYTEST RESULTS FROM ALL THE ITERATIONS


Iteration 1 playtest results (Conducted on week 3)

        Feedback/Observations               Considerations/Proposed Solutions

Players rushing to complete course         What can we do to make players feel that
instead of stopping to collect eggs        collecting eggs are important?



Finishing the game is the player’s main
priority

Time limit given to complete the game is   How would the player be affected when
too long                                   the time limit is reduced?

                                           Does it force players to rush through
                                           more?

Players do not care about scoring more     Is it possible to make players feel that
points                                     they need to earn points?

                                           How to make scoring points as important
                                           as completing the game?



Iteration 2 playtest results (Week 4)

Iteration 2 consists of writing rules for the game and making minor changes to
the game

        Feedback/Observations                Considerations/Possible Solutions

Rules too long and complicated to          How can we make the rules easier to
understand                                 understand yet detailed for the
                                           audience?

Players still rushing to finish the game   What possible changes can we make to
                                           make sure players do not rush through to
                                           complete the game, but also, stop to
                                           collect bonus?

Bonuses are redundant as players skip      How and what changes can we
past them instead of collecting them       change/add to the game to make sure

                                                                                      34
bonuses aren’t ignored by players?

                                         Should penalties be given to players who
                                         rush through instead of collecting
                                         bonuses?




Iteration 3 playtest results (Week 5)

       Feedback/Observations               Considerations/Possible Solutions

Players who start first have an advantage How can we balance the game so that
over the others by winning                every player has a fair advantage?

Game rules not clear enough as players   How should the game rules be changed
do not understand the purpose of some    or modified so that players can easily
game objects                             understand it?

The use of some action cards are         Are some of the action cards even
confusing                                needed?

                                         How do we make them more important
                                         and meaningful for player’s use

Additional NPC dinosaur which can be     Is the NPC dinosaur useful?
killed or ignored ends up confusing
players                                  Does it helps or hinders the player?

Game duration too long as there are too Providing too much time is a negative
many power cards that extends the game feedback loop as it increases game time.
duration
                                        Is having too many cards that give
                                        players time useful?

                                         Does it benefit the player?



# Iterations 4 and 5 were combined together to form Iteration 6. Refer to
playtest results for Iteration 6.




                                                                                35
For iteration 6, 2 playtest sessions were conducted

Iteration 6 playtest results (Playtest Session 1)

           Problems in game                 Considerations/Possible Solutions

Arrangement of alphabets. Alphabets       Alphabets arranged according to vowels
arrangement not ideal as letters are
randomly placed which can be hard to
get certain letters

Numbers on step cards too big, making     Steps card number reduced to smaller
players move several steps, ending        numbers so that players would not rush
game quickly with few letters gathered    through the game and miss letters they
                                          want

Difficulty forming words                  Give players free will to form any word
                                          they want with the minimum of 4 letters

Iteration 6 playtest results (Playest Session 2)

Several feedbacks were collected from the playtesters and they are compiled below.

               Feedbacks                    Considerations/Possible Solutions

2 step cards can be placed at a time,    If we were to change the number of
meaning number of steps player can take cards players can place, how much will it
is big, allowing player to reach the end affect the game?
sooner.

Requirement that a word must be           Is this requirement too harsh?
created to complete 
the game

Leading player with power card easily     How to balance the game so that leading
wins the game                             players does not always have the upper
                                          hand?

Rule system whereby players who do not    Is this punishment too harsh for players?
form a word 
needs to restart
                                          Are there any other ways to penalized
                                          players without affecting their game
                                          progression?

Game duration too short                   Would extending the game duration be
                                          good?

                                          Especially when a negative feedback

                                                                                    36
loop is triggered?

Placement of letter makes word   How should the alphabets be arranged
formation harder                 so that word formation would not be
                                 badly affected?




                                                                        37
4 GAME OVERVIEW

  4.1 Game Concept

    Dino Run Board game is the new remake of the digital Dino Run game
    whereby players experience a new game of word formation and at the same
    time; compete with each other to win the game.



  4.2 Asset List

    These are the components that would come together with the game

  1) Game board

  2) 4 Player tokens

  3) Total of 100 cards labelled with alphabets and 2 blank cards

  4) Step cards labelled with numbers 1 to 5

  5) 4 types of action cards

  6) A 6 sided die

  7) Several pieces of padlocks



  4.3 Target Audience and Rationale

    The new remake of the game allows anyone of any age group to play the
    game together and have fun at the same time. Thus, age group consists of
    anyone 7 and up.



    Rationale

    A new word game can sometimes be quite challenging and thus, we decided
    not to restrict the age group so that anyone can join in the fun.




                                                                               38
5 GAMEPLAY AND MECHANICS

 5.1 Gameplay

   5.1.1 Objectives

         Players are required to form English words while earning points at the
         same time

         For the first 15 minutes, players are challenged to earn 30 points
         before the game duration extends to 25 minutes.

         Beat all the other players by getting the most points from your word
         formation!



    5.1.2 Decision Tree

         In the game, alphabet placement is random and thus, players will have
         no idea on what alphabets would be placed next after one is taken from
         the spot.

         Also, after laying down a step card, the player gets to draw another
         card from the deck and what card the player gets is random and is
         dependent on luck.

         Depending on what cards the player has, he/she will have to plan their
         moves around the board in order to get the alphabets they want.

         Refer to the next page for a mind-map representation of the decision
         tree



         Our decision tree would be short because the game has a lot of
         randomness and chance with little decisions the player can make.




                                                                                39
DECISION TREE
                                                            Steps



                    Players need to use the step cards                           Action Cards
                    to denote the number of steps they
                    want to move

                                                                                                        If the player uses the action
                                                                     Player can choose when
                                                                                                        card early, the opponent
                                                                     they want to use the
                                                                                                        would have a lower chance of
                                                                     action cards
                                                                                                        using the particular action
     Players choose the direction they want to move. Only                                               card
     directions they can move are up, down, left, right                                             Player style
                                                                                                                             Uses action cards
   Player chooses what alphabet he wants to collect by                               Play Nice                               like swap and
                                                                                                     Play Hostile
   moving the in the direction they want given the                                                                           steal
   number of steps they can take

                                                                                                                           Check opponents
                                            Never use action                                  Waits for opponent to        partially formed
                                                                       Uses action cards
                                            cards unless needed        like jump to get       acquire a certain            words and guess what
                                            or left with no choice     to alphabets they      alphabet and use the         alphabets they need
                                                                       want                   steal or swap cards to       and in the process, try
                                                                                              acquire the alphabets        to take the alphabets
                                                                                                                           they need. Sabotaging
                                                                                                                           opponents


                                                                                                                                            40
5.2 Mechanics

  5.2.1 Movement

           Player tokens in the form of a Dinosaur are used for the game

           Players have to manually move the token onto the grid they want to
           land on

           Players make use of cards with numbers written on it to determine
           the number of steps they want to take

           For every turn, the player gets to choose the amount of steps they
           want to take depending on the cards available in hand

           After laying down a mo step card, players are to draw another card
           from the deck to replace the one they have just used

           On the board, players are only allowed to move up, down and
           sideways, players are not allowed to move diagonally

           Players are only allowed to move within the board.



  5.2.2 Objects

           Rollin g a 6 sided die before the game starts to determine who
           starts the game first

           Grid board where alphabet cards are placed in a 5 by 5 formation

           Alphabet cards to be placed on grid board. However, after one
           alphabet is taken, they have to be replaced with another from the
           reserve

           Blank Alphabet cards are also found in the alphabet cards deck.
           These blank cards can be placed on the grid board and when taken
           by a player, the player has a choice of what alphabet they want it to
           be (Commonly used to complete a word)

           Alphabet cards which players collect to form words

           Step cards players use to depict the number of steps they are
           taking

           Action cards players can use to benefit themselves

                                                                                41
5.2.3 Actions

         Action cards can also be drawn from the deck and players can use
         them to their advantage.

         Steal – When the ‘steal’ card is used, the player in turn get to
         choose who and what alphabet they want to steal from another
         player. Taking note that they cannot steal a letter that has already
         been locked on.

         No - No – When ‘No – No’ card is used; the card cancels out actions
         used by opponents. Taking for instance if an opponent wants to
         steal a card from him/her, the player can use the no-no card to
         prevent his/her card from being stolen

         Jump – When the ‘Jump’ card is used, players can choose to jump
         onto any position they want on the grid. Can only be used on 1 turn

         Swap – When the ‘Swap’ card is used, player using it can use it to
         swap for a letter another player has. Taking note that swapping
         cannot be done on letters that have already been locked on




                                                                                42
6 MANAGEMENT

The project was assigned on the 14th of November and from there, we started
planning on what we wanted to do for our chosen game.

   Week/Date            Notes

                Game was chosen        Game was transformed from a digital game
        3       and brainstormed on    into an analog game.

      7/10                             Prototype game very similar to that of the
                                       digital game

                Rules were written for New rules were written for the game and
                the game               game was playtested and observations
        4                              were made to see if players understood
                                       what they needed to do and whether the
      28/10                            new game system was effective

                                       Game changed into a multiplayer game

        5       Minor tweaks were      Several changes were added to the game
                made to the game       whereby additional bonuses and action
      5/11                             cards were added

                Game balancing         Came up with new gameplay mechanic.
        6                              Changed dino run’s race to the end game
      14/11                            into word game

                                       (Refer to iteration 5)

                Iteration              Further enhanced word game by adding in
                                       race to the end element

                                       Done with players using the original dino
      28/11                            run board and collecting alphabets on the
                                       way to the end, while forming words at the
                                       same time

                                       (Refer to iteration 6)

                Iteration              Came up with new gameplay mechanic,
      5/12                             refer to iteration 7 for the gameplay
                                       mechanic

      22/12     Game confirmation,     Confirmation that iteration 7 was being
                New game rules
                                                                                    43
writing,               used. Start writing the game rules
        documentation
                               (Refer to iteration 7)

        Gameplay               Game was being played and recorded so
28/12
        demonstration video    that video commentary can be done

        Final documentation    Commentary to be recorded and final
        and prepare game for   amendments to be made to the GDD and
29/12
        submission; Final      rulebook
        Playtest




                                                                       44
7 PLAYTEST RESULTS

7.1     Feedback from playtesters

        For the playtest session, after the playtesters have played the game, they are
        requires to answer a few questions

Questions asked:

      1) What do you think about the game? (Gameplay, engagement)

      2) Do you have any difficulties during the game? (E.g. Forming words,
         getting the alphabets you want?)

      3) Are the game mechanics, game system playable?

      4) What can you suggest about improving the game?



Play testers replies to the questionnaire

                  Aspect                                    Feedback

                                             Brain-cracking, requires one to think
                                             before making a move
        Thoughts about gameplay
                                             Time pressure to score as much points
                                             as possible.

                                             Difficulty forming words especially when
                                             an opponent acquires the letter you’re
                                             aiming for.

          Difficulties player face           Some of the alphabets that are wanted
                                             are out of reach around the board. Player
                                             may not have the ‘jump’ action card to
                                             jump over or, the step cards’ value too
                                             low to get over

                                             Gameplay flow is smooth and players
             Game Mechanics                  have the option of choosing how many
                                             steps they want to move

                                             Player tokens can be made to stand on
      Suggestions for improvements           their own because during the game,
                                             player has to keep picking up the tokens,
                                             which can sometimes be hard due to the

                                                                                     45
flat surface




               46
8 APPENDIX

8.1 Playtest Results Tabulation and Observations

      From the playtest results and observations, several things can be concluded.

   Observations

   1) With the time limit given, players would have to think fast to make a decision

   2) Also with the time, players are pressured to think and decide fast to score
      points

   3) Players would sometimes have difficulty getting to the alphabet they want on
      the board. This can be because they do not have the step card to make it
      there or the alphabet is too far away



   Playtest Results Tabulation

   From the playtest results, we can deduce several things

   1) The game makes player think on their feet and also to strategize quickly and
      find ways to win their opponents

   2) Also, players have to think when they should use the action cards if they want
      to win or make other players lose the game




                               END OF DOCUMENT



                                                                                       47

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Analog game gdd_revised

  • 1. GAME DESIGN DOCUMENT DINO RUN: THE BOARD GAME NAME STUDENT ID MARZIE ZANIS 108034 DIANA WEE 107990 VANESSA LU 102585 GOH WAN YEE 102270 MUHAMMAD HAFIZ 104934 Analog Game Theory [T231] Understanding Test 2 1
  • 2. TABLE OF CONTENTS 1. Title Page------------------------------------------------------------------------------------- 2 1.1 Introduction to Dino * Run 1.2 Copyright Information 1.3 Overview of our remake of the game 2. Set Up----------------------------------------------------------------------------------------- 5 - 7 2.1 Setup Procedure 3. Documentation----------------------------------------------------------------------------- 8 - 35 3.1 Ideation Process------------------------------------------------------------ 8 3.2 Iterations 3.2.1 Iteration Process One------------------------------- 8 - 10 3.2.2 Iteration Process Two------------------------------ 11 3.2.3 Iteration Process Three---------------------------- 12 - 14 3.2.4 Iteration Process Four------------------------------ 15 3.2.5 Iteration Process Five------------------------------- 16 - 18 3.2.6 Iteration Process Six--------------------------------- 19 - 22 3.2.7 Iteration Process Seven----------------------------- 23 - 29 3.3 Final Game Confirmation------------------------------------------------- 30 - 32 3.4 Overall Playtest Results for all the Iterations------------------------ 33 - 35 4. Game Overview--------------------------------------------------------------------------- 36 4.1 Game Concept 4.2 Asset List 4.3 Target Audience and Rationale 2
  • 3. 5. Gameplay and Mechanics--------------------------------------------------------------- 37 – 40 5.1 Gameplay 5.1.1 Objectives 5.1.2 Play flow 5.2 Mechanics 5.2.1 Movement 5.2.2 Objects 5.2.3 Actions 6. Management---------------------------------------------------------------------------------- 41 - 42 7. Playtest Results ------------------------------------------------------------------------------ 43 7.1 Feedback from Playtesters 8. Appendix--------------------------------------------------------------------------------------- 44 3
  • 4. 1. DINO * RUN 1.1 AN INTRODUCTION TO DINO * RUN 1.2 COPYRIGHT INFORMATION Game was originally an independent flash game created by PixelJam. GAME OBJECTIVE Game involves player controlling a Dino in a side-scrolling landscape escaping the impeding ‘doomsday’ which would kill the player ultimately. GAMEPLAY Players only use the basic keys [arrows keys] to control the Dino while collecting eggs and devouring bones to advance the dino’s evolution. 1.3 OUR TAKE Inspired by the digital game: Dino * Run Name of Board Game: DinoRun: The Board Game To create a board game based on the idea and concept of the orignal game while modifying certain gameplay elements and gameplay mechanics. Game rules are tweaked so that the game can be played on an analog board. Several changes were made to the game to make it more challenging and exciting. 4
  • 5. 2 SET UP 2.1 SET UP PROCEDURE Every player gets to choose which token they want to use to represent them on the game board. Players should also ready a 6 sided die to roll in order to determine who would start first. 5
  • 6. A 5 by 5 board should be placed on the table where the game is to be played. On the 5 by 5 board, alphabet cards should be placed on each grid, filling up all the grids. “Step” and “Action” cards are shuffled and placed at the bottom right of the game board. So that players can draw whenever needed. “Step” and “Action” cards are shuffled together into a deck. 6
  • 7. The excess alphabet cards should be kept in a pouch and randomly drawn to replace the empty spots in the grid. These eggs are pasted at the back of some of the alphabet cards, labelling the cards with additional bonus score multiplier. 7
  • 8. 3 DOCUMENTATION 3.1 IDEATION PROCESS (INSPIRATION) The core mechanic of the digital version of Dino Run involves the player controlling a Dino running away from the impeding ‘doomsday’. During which, the player can collect eggs and bones to advance the dinosaur’s evolution. ‘Doomsday’ (Meteors) Dinosaur which players control Eggs players can collect to receive 1 DNA for every 8 eggs collected From the gameplay concept of Dino Run, we modified the game so that the digital game can be transformed into a board game. 3.2.1 ITERATION ONE Considering the core mechanics, we transcribe the digital game into an Analog game. The Analog game is then made with subtle changes so as to not deviate too far from the original game. Changes included: - Player Movement - Time Limit to complete game - Board includes 60 steps (Refer to the next page for the prototype board game) 8
  • 9. PICTURE REFERENCES Game Board steps mimic the original Dino-Run game. Whereby, player has to complete the game as fast as possible while avoiding certain obstacles. Game Board (Consisting of 1 to 60 steps) Player piece to resemble Dino in Dino-Run Player-controlled dinosaur (Player Piece) Number cards used for player movement Special cards consisting of wild cards to determine how player ‘jumps’ over obstacles Number cards and special cards are used to determine the number of steps a player takes and also special cards to determine how player ‘jumps’ over obstacles. 9
  • 10. ‘Runners’ are meant to obstruct player’s path as players would have to use 3 steps just to get over 1 spiky. Thus, slowing down their pace. Killing one runner would reward the player with points Eggs comes in 3 colours, red, yellow, green, each representing different amount of points given when collected ‘Obstacles’ and eggs are shown to mimic what is present in the digital game. ‘Runners’ (small purple dinos) are made to hinder player movement. While coloured eggs when collected, gives players points. Point system for the first prototype game PLAYTEST RESULTS (Play test done with people in the class) 1. Players rushing through to complete level instead of collecting eggs (making eggs redundant) 2. Finishing the game is the player’s first priority 3. Time limit given is too long 4. Scoring system not as important as it should be 10
  • 11. 3.2.2 ITERATION TWO Still sticking to the original game play concept, we have added more features and also changed some to the game to make the game play slightly more challenging and engaging. Changes included: - Addition of various cards - Players given options at various points of the game - Some game rules changed Playable Cards Added Number Cards Acts as a die – Used for player to determine number of steps to move Special Cards Aids players in jumping over Spiky Dinosaurs Skip Cards Moves 1 step forward PLAYTEST RESULTS (Play test done with people in the class) 1. Rules too complicated 2. Players still rushing through to win the game 3. Bonuses are again redundant. 11
  • 12. 3.2.3 ITERATION THREE After observing the play testing previously, several changes were then made to the game. More elements were included, almost changing the game completely. Various elements were included deviating the game from its original core mechanics. Changes Included: - Inclusion of treasure chests - Reduction in time allowed to complete the game - Spinning marker added to calculate jump probability - More action cards added - Multiplayer element included (Up to 4 players) Purpose of each change: Inclusion of treasure chests Each treasure chests contains special cards that can aid the player in several ways - Random cards to be drawn by player when they open a treasure chest o Time increment cards (+5/10/20/30 seconds) o Point bonus (5k, 2k, 1k) o Sprint boost (+ 5/2/1 step(s)) Reduction of time to complete game; Reduced time forces players to complete game faster and also, collect power-ups and rewards for additional time. This discourages players from choosing to rush through the whole level Multiplayer element included; Makes game more enjoyable and allows people to compete with each other Spinning marker added for jumps; Jumps are now random whereby players spin a spinning marker to determine if they manage to get over road blocks. On the spinning top, percentage chance would be included, and depending on the players luck, it would be determined if they manage to get over the road blocks. Red zone on spinner allows player to make a jump Blue zone on spinner does not allow player to jump, meaning they have to stay put on where they are standing 12
  • 13. Inclusion of Action Cards; Players get to sabotage other players using action cards, (Jump, block, run) Run - Block – Block other players slowing them down, preventing them from progressing Jump – Jump over Spikys and the ‘Block’ cards placed by other player PICTURE REFERENCE Board revised, but from steps 1 to 60, with players landing on step 61 as the winning player. New player pieces. Also, more pieces are included so that more people can play it together 13
  • 14. Treasure chests added whereby player can choose if they want to open them to get rewards Probability spinner players would use to determine whether they make the jump across the spikys Movement cards players use to determine steps to take. New action cards for players to use and strategize against other players for their advantage Bonuses that can be obtained from treasure chests New playing cards were added on top of the already in use movement cards PLAYTEST RESULTS (Play test done with people in the class) 1. Players who start first would have an advantage to winning the game. 2. Game rules not clear enough whereby players do not understand the purpose of each egg, power up, etc 3. Some action cards are confusing. For instance ‘Run’ & ‘Jump’ card. 4. An additional NPC dinosaur confuses players more. 5. Game duration considered too long as there are many power cards that add time. 14
  • 15. 3.2.4 ITERATION FOUR Not much change made. Most of the games play mechanics from version 3.2.3 are retained except several minor changes. Changes made: - Board size increased from 60 steps to 70 steps - Cards included are Movement cards, Action cards, Treasure cards - ‘Doomsday’ effect omitted Purpose of each change: - Board size increment - Duration of game prolonged - Increased playtime - Longer playtime so that people would have a longer time to think how they would want to make the move. Cards added; Movement cards – Allows player to choose how many steps they want to move Action Cards – Treasure Cards - Time extension, + steps, block card 15
  • 16. 3.2.5 ITERATION FIVE Major changes were made to the game. Game play was also changed. Game starts to show resemblance to scrabble. Target audience: 10 years old and above Changes made: - Board size changed to 6 by 12, 72 grids in total. Grid format instead of pathway format previously - Game made into a word game - Game consists of alphabets placed on the grids (3 sets of alphabets) - Game play differs largely from original Dino-run Main Objective: - To create words as fast as they can. Game is point based, not about how fast the player can finish the game Sub-Objectives: - Player has to get from 1 end of the board to another end - While collecting alphabets around them to form words - Words created must be those found in an English dictionary (Minimum of 3 letters) - The longer the word, the more points given Power cards functions: ‘Destroy’ – Able to destroy the last path of their opponent (Letter cards will be replaced, unrevealed) ‘Trade’ – Trade an alphabet from the opponent ‘Steal’ – Steal a word from the opponent *DESTROY/DEMOLISH CARDS’ LETTERS ARE TO RETURN TO THE DECK ONCE MOVED. 16
  • 17. GAMEPLAY 1. Player to roll a die to see who would start first. And also, determining which point of the board to start from. 2. Landing on a point would allow the player to flip over the alphabet cards around them. 3. Players are required to form pathways with the given ‘path cards’ to reach the other end. 4. Players are required to use the ‘path cards’ given to form a path. Maximum number of path cards a player can hold would be 7. After 1 card is used, player is to draw another one. 5. For every ‘path card’ that is placed, players are allowed to flip over surrounding alphabet cards 6. Players are allowed to change their path in their next turn 7. Players are allowed to overlap their existing path with a new path card 8. Players are required to form at least 3 words if not they would lose the game PICTURE REFERENCE Game board with grids drawn into them. ‘Path Cards’ used by players to form paths to reach the other end. Alphabet cards overturned in the game board whereby players need to pass through them and turn over cards to reveal alphabets New rectangular board added with 72 grids, whereby players need to make it to the end of the board. 17
  • 18. Path cards have different routes drawn on them so that different paths can be formed ‘Path Cards’ whereby players use to form their path to get to the other end Alphabet cards are used by players to form words. 3 sets of 26 alphabets. With a total of 78 cards. 18
  • 19. 3.2.6 ITERATION SIX Looking back at our previous game at the various iteration process 3, 4 and 5, we decided to trying combining the game play into one game and try it out! We kept the original Dino-Run race to the end, but also included a new element which involves the players collecting alphabets to form words so that they would be allowed to complete the game. This game involves players placing 1 alphabet card on each step. For every step, there would be 1 alphabet card, whereby players can collect after they have landed on the step. GAMEPLAY Multiplayer game of up to 4 players 1) A player would roll a die determining the amount of steps he/she can take 2) For the first 10 steps the player lands on, they are not allowed to collect any alphabets. They are only allowed to do so after the first 10 steps. 3) Landing on a step allows players to collect the card. 4) The minimum number of letters to form a word would be 4. Anything below 4 would result in the player not allowed to complete the game, and they would have to go back to the start again. 5) First player to finish the course together with a properly formed word that exist wins the game. # Game requires players to plan the amount of steps they want to take if they want to form longer words. Also, planning allows the player to have a chance to decide on what letter they want. Game Rules: 1) Player allowed to have 5 step cards in hand 2) Player allowed to draw additional cards based on the number of step card they put down 19
  • 20. PLAYTEST RESULTS Problems in game Proposed solutions Arrangement of alphabets. Alphabets Alphabets arranged according to vowels arrangement not ideal as letters are randomly placed which can be hard to get certain letters Numbers on step cards too big, making Steps card number reduced to smaller players move several steps, ending numbers so that players would not rush game quickly with few letters gathered through the game and miss letters they want Difficulty forming words Give players free will to form any word they want with the minimum of 4 letters Possible power ups that can be added: - ‘Steal card’ (Steal another players card) - Treasure (Free letter card whereby players can determine what letter they want) - Egg (Similar effect as treasure, allows player to determine what alphabet they want) - Swap (Allows player to swap a letter with another player of their choice) #Action Cards are randomly drawn together with the number steps deck 20
  • 21. 2ND PLAYTEST RESULTS Observations made during play testing - Players who have good power cards have the upper advantage - Players are given more choices when they are planning their moves Questions the play testers were asked: 1) What do you think about the game? 2) Is there anything bad about the game? 3) What do you think is good about the game 4) Any suggestions for improvements or any implementation? Breakdown of negative feedbacks and suggestions from playtesters Playtest 1 Feedback Considerations Game Ends too fast - Increase amount of steps - Decrease the number of steps each player can take Starting hand size too big - Decrease amount of (2 Cards can be placed at cards they can put the same time) - Decrease cards in hand - Decrease the value of the steps Game requires one to - No action taken create a word just to finish (Purpose of the game) the race Point system added. - Under consideration Whereby each letter holds 21
  • 22. a number of points - (Point system for alphabets) Playtest 2 Feedback Considerations Leading player with power - How to balance the card can win the game game in a way easily whereby players falling behind can catch up? Rule that makes player - Would implementing return to starting point the rules punish when a word is not formed players to hard? is bad Game duration too short - Will extending the game duration put a pressure on player? Positive feedback loop? Add hint of the ‘egg’ card - Will giving a hint make so that players can the game too simple? roughly get an idea of what letter is needed Placement of letters on - How should the letters each step not well done. be arranged so that Making formation of words picking them out and harder forming words can be made simpler? Feedback/Suggestions - Include a way whereby players get an option to move around the board as and where they want. (Non-linear game/Free will) - No board present, only alphabets arranged in a rectangle-like formation for players to play on 22
  • 23. - Every alphabet taken can be replaced - Challenge to form more than one word - Form more words for more points. Race to get as many points as possible - Alphabet cards can have values/bonuses 23
  • 24. 3.2.7 ITERATION SEVEN There was a change in the game system whereby the game is changed into a word game consisting of alphabets placed in a 6 by 6 square formation. Players would play around the new game board, forming words as they go. Multiplayer game of up to 4 players A new word game was created, similar to that of boggle. - Words can be formed with a minimum of 4 letters - Only 5 steps card can be held at a time (Players to use step cards to make movement based on the amount of steps) - Players are able to move upwards, downwards and sideways - Alphabet cards are placed on a table, arranged in a 5 by 5 format with 35 cards in total - For every alphabet taken, they would be replaced on the playing table - Players given 15 minutes to get 30 points whereby the player getting 30 points would win. - If not, players are to continue the game of up to 25 minutes whereby after 25 minutes, the game ends - However, they are also challenged to get 30 points the fastest - Egg system added to various cards act as score multiplier Game ending criteria - When there is no more alphabet cards in the deck - Even though there is no more alphabet card in the deck, player can continue by using any of the alphabets left on the table - Game ends when there are no more alphabets cards or, no more words can be formed. Special Bonuses - ‘Z and Q’ Players are able to change for other letters, adding 10points with a maximum of 2 letters - Swap – Exchange a letter with another player - Jump – Jump to any spot you want - Steal – Steal an alphabet tile from another player 24
  • 25. - No-No – Cancels out previous actions In addition to helping players score points easily, some alphabets are labelled with eggs which as a score multiplier. Eggs colour and their multipliers Red – x 4 Yellow – x3 Green – x2 For the game, the amount of each alphabet differs depending on how frequent the particular alphabet can be used in the English dictionary The total number of alphabet cards is 100. Below would be a table breaking down the number of alphabet cards there are Number of Letter cards A 9 B 2 C 2 D 4 E 12 F 2 G 3 H 2 I 9 J 1 K 1 L 4 M 2 N 6 O 8 25
  • 26. P 2 Q 1 R 6 S 4 T 6 U 4 V 2 W 2 X 1 Y 2 Z 1 The total number of alphabet cards is 98, excluding 2 blank cards. For each alphabet, a point is allocated to it. Having this point system would show how many points the player earns for using the alphabet. Point System The table below shows the amount of points a player can earn if they use the alphabet cards Points Alphabets 0 Blank tiles 1 A, E, I, L, N, O, R, S, T 2 D, G 3 B, C, M, P 4 F, H, V, W, Y 5 K 8 J, X 26
  • 27. 10 Q, Z On some of the alphabet cards, they are labelled with eggs signifying that using that alphabet would give the player more points Alphabet A E I L N O R S T U Quantity 9 12 9 4 6 8 6 4 6 4 Quantity of Eggs 5 8 5 2 2 4 2 2 2 2 assigned Below is the total number of eggs present according to their colours. Also, their score multiplier value is shown below. Egg Colour Number of eggs Score Multiplier Red 6 X4 Yellow 12 X3 Green 16 X2 Total eggs 34 27
  • 28. PICTURE REFERENCES New arrangement for game whereby alphabet cards are arranged in a 5 by 5 format. Step cards for players to use to determine the amount of steps they want to take 28
  • 29. Special cards players can use to their advantage A 6 sided die is used to determine which player starts first. With the player rolling the highest number starting first 29
  • 30. After 1 round of play testing, these were the feedbacks collected. - First player would have an advantage until a swap is made - Problem comes with distribution of alphabets - More flexibility in the tiles - Takes 20-25 turns to end the game - Allow trading of alphabet whereby players can choose when they want to trade off their alphabet for something better - Point system added to each alphabet (Take point breakdown from scrabble) *After all the iterations, we’ve decided to continue with Iteration 7 and improve the game based on that 30
  • 31. FINAL GAME CONFIRMATION For the final game this is the final and confirmed game that we would be submitting Components: 1) A 5 by 5 game board 2) 4 player tokens 3) Total of 100 cards with 98 labelled with alphabets and 2 blank cards 4) Several step cards labelled 1 to 5 5) Several action cards 6) A 6 sided die 7) Several padlocks to indicate that words have been locked on 8) An egg multiplier score rubrics For the complete game rules, refer to the rulebook. Below would be to pictorial reference of the components The game board Game board with alphabet cards 31
  • 32. Extra alphabet cards to be stored in a bag and randomly drawn to replace those that are taken from the board For each of the alphabet cards, a score is written on the top right hand corner so that players can count how many points they can get when they acquire the word Score for each letter stated at the top right Coloured eggs are stuck to the back of some cards. The table below shows which and how many alphabets have eggs stuck to them Alphabet A E I L N O R S T U Quantity 9 12 9 4 6 8 6 4 6 4 Quantity of Eggs 5 8 5 2 2 4 2 2 2 2 assigned 32
  • 33. Step cards These are movement cards players can use to denote how many steps they want to take on the board. Taking note that players can only move up, down, left, right, but not diagonally Action Cards Action cards are also included and in the table would be breakdown of the number of cards in a type of action card Card type Swap Jump Steal No-No Number of 4 4 2 2 cards Padlock icons players can use to show that they have already locked on the word. Preventing other players from stealing or swapping out the alphabets 33
  • 34. 3.3 OVERALL PLAYTEST RESULTS FROM ALL THE ITERATIONS Iteration 1 playtest results (Conducted on week 3) Feedback/Observations Considerations/Proposed Solutions Players rushing to complete course What can we do to make players feel that instead of stopping to collect eggs collecting eggs are important? Finishing the game is the player’s main priority Time limit given to complete the game is How would the player be affected when too long the time limit is reduced? Does it force players to rush through more? Players do not care about scoring more Is it possible to make players feel that points they need to earn points? How to make scoring points as important as completing the game? Iteration 2 playtest results (Week 4) Iteration 2 consists of writing rules for the game and making minor changes to the game Feedback/Observations Considerations/Possible Solutions Rules too long and complicated to How can we make the rules easier to understand understand yet detailed for the audience? Players still rushing to finish the game What possible changes can we make to make sure players do not rush through to complete the game, but also, stop to collect bonus? Bonuses are redundant as players skip How and what changes can we past them instead of collecting them change/add to the game to make sure 34
  • 35. bonuses aren’t ignored by players? Should penalties be given to players who rush through instead of collecting bonuses? Iteration 3 playtest results (Week 5) Feedback/Observations Considerations/Possible Solutions Players who start first have an advantage How can we balance the game so that over the others by winning every player has a fair advantage? Game rules not clear enough as players How should the game rules be changed do not understand the purpose of some or modified so that players can easily game objects understand it? The use of some action cards are Are some of the action cards even confusing needed? How do we make them more important and meaningful for player’s use Additional NPC dinosaur which can be Is the NPC dinosaur useful? killed or ignored ends up confusing players Does it helps or hinders the player? Game duration too long as there are too Providing too much time is a negative many power cards that extends the game feedback loop as it increases game time. duration Is having too many cards that give players time useful? Does it benefit the player? # Iterations 4 and 5 were combined together to form Iteration 6. Refer to playtest results for Iteration 6. 35
  • 36. For iteration 6, 2 playtest sessions were conducted Iteration 6 playtest results (Playtest Session 1) Problems in game Considerations/Possible Solutions Arrangement of alphabets. Alphabets Alphabets arranged according to vowels arrangement not ideal as letters are randomly placed which can be hard to get certain letters Numbers on step cards too big, making Steps card number reduced to smaller players move several steps, ending numbers so that players would not rush game quickly with few letters gathered through the game and miss letters they want Difficulty forming words Give players free will to form any word they want with the minimum of 4 letters Iteration 6 playtest results (Playest Session 2) Several feedbacks were collected from the playtesters and they are compiled below. Feedbacks Considerations/Possible Solutions 2 step cards can be placed at a time, If we were to change the number of meaning number of steps player can take cards players can place, how much will it is big, allowing player to reach the end affect the game? sooner. Requirement that a word must be Is this requirement too harsh? created to complete the game Leading player with power card easily How to balance the game so that leading wins the game players does not always have the upper hand? Rule system whereby players who do not Is this punishment too harsh for players? form a word needs to restart Are there any other ways to penalized players without affecting their game progression? Game duration too short Would extending the game duration be good? Especially when a negative feedback 36
  • 37. loop is triggered? Placement of letter makes word How should the alphabets be arranged formation harder so that word formation would not be badly affected? 37
  • 38. 4 GAME OVERVIEW 4.1 Game Concept Dino Run Board game is the new remake of the digital Dino Run game whereby players experience a new game of word formation and at the same time; compete with each other to win the game. 4.2 Asset List These are the components that would come together with the game 1) Game board 2) 4 Player tokens 3) Total of 100 cards labelled with alphabets and 2 blank cards 4) Step cards labelled with numbers 1 to 5 5) 4 types of action cards 6) A 6 sided die 7) Several pieces of padlocks 4.3 Target Audience and Rationale The new remake of the game allows anyone of any age group to play the game together and have fun at the same time. Thus, age group consists of anyone 7 and up. Rationale A new word game can sometimes be quite challenging and thus, we decided not to restrict the age group so that anyone can join in the fun. 38
  • 39. 5 GAMEPLAY AND MECHANICS 5.1 Gameplay 5.1.1 Objectives Players are required to form English words while earning points at the same time For the first 15 minutes, players are challenged to earn 30 points before the game duration extends to 25 minutes. Beat all the other players by getting the most points from your word formation! 5.1.2 Decision Tree In the game, alphabet placement is random and thus, players will have no idea on what alphabets would be placed next after one is taken from the spot. Also, after laying down a step card, the player gets to draw another card from the deck and what card the player gets is random and is dependent on luck. Depending on what cards the player has, he/she will have to plan their moves around the board in order to get the alphabets they want. Refer to the next page for a mind-map representation of the decision tree Our decision tree would be short because the game has a lot of randomness and chance with little decisions the player can make. 39
  • 40. DECISION TREE Steps Players need to use the step cards Action Cards to denote the number of steps they want to move If the player uses the action Player can choose when card early, the opponent they want to use the would have a lower chance of action cards using the particular action Players choose the direction they want to move. Only card directions they can move are up, down, left, right Player style Uses action cards Player chooses what alphabet he wants to collect by Play Nice like swap and Play Hostile moving the in the direction they want given the steal number of steps they can take Check opponents Never use action Waits for opponent to partially formed Uses action cards cards unless needed like jump to get acquire a certain words and guess what or left with no choice to alphabets they alphabet and use the alphabets they need want steal or swap cards to and in the process, try acquire the alphabets to take the alphabets they need. Sabotaging opponents 40
  • 41. 5.2 Mechanics 5.2.1 Movement Player tokens in the form of a Dinosaur are used for the game Players have to manually move the token onto the grid they want to land on Players make use of cards with numbers written on it to determine the number of steps they want to take For every turn, the player gets to choose the amount of steps they want to take depending on the cards available in hand After laying down a mo step card, players are to draw another card from the deck to replace the one they have just used On the board, players are only allowed to move up, down and sideways, players are not allowed to move diagonally Players are only allowed to move within the board. 5.2.2 Objects Rollin g a 6 sided die before the game starts to determine who starts the game first Grid board where alphabet cards are placed in a 5 by 5 formation Alphabet cards to be placed on grid board. However, after one alphabet is taken, they have to be replaced with another from the reserve Blank Alphabet cards are also found in the alphabet cards deck. These blank cards can be placed on the grid board and when taken by a player, the player has a choice of what alphabet they want it to be (Commonly used to complete a word) Alphabet cards which players collect to form words Step cards players use to depict the number of steps they are taking Action cards players can use to benefit themselves 41
  • 42. 5.2.3 Actions Action cards can also be drawn from the deck and players can use them to their advantage. Steal – When the ‘steal’ card is used, the player in turn get to choose who and what alphabet they want to steal from another player. Taking note that they cannot steal a letter that has already been locked on. No - No – When ‘No – No’ card is used; the card cancels out actions used by opponents. Taking for instance if an opponent wants to steal a card from him/her, the player can use the no-no card to prevent his/her card from being stolen Jump – When the ‘Jump’ card is used, players can choose to jump onto any position they want on the grid. Can only be used on 1 turn Swap – When the ‘Swap’ card is used, player using it can use it to swap for a letter another player has. Taking note that swapping cannot be done on letters that have already been locked on 42
  • 43. 6 MANAGEMENT The project was assigned on the 14th of November and from there, we started planning on what we wanted to do for our chosen game. Week/Date Notes Game was chosen Game was transformed from a digital game 3 and brainstormed on into an analog game. 7/10 Prototype game very similar to that of the digital game Rules were written for New rules were written for the game and the game game was playtested and observations 4 were made to see if players understood what they needed to do and whether the 28/10 new game system was effective Game changed into a multiplayer game 5 Minor tweaks were Several changes were added to the game made to the game whereby additional bonuses and action 5/11 cards were added Game balancing Came up with new gameplay mechanic. 6 Changed dino run’s race to the end game 14/11 into word game (Refer to iteration 5) Iteration Further enhanced word game by adding in race to the end element Done with players using the original dino 28/11 run board and collecting alphabets on the way to the end, while forming words at the same time (Refer to iteration 6) Iteration Came up with new gameplay mechanic, 5/12 refer to iteration 7 for the gameplay mechanic 22/12 Game confirmation, Confirmation that iteration 7 was being New game rules 43
  • 44. writing, used. Start writing the game rules documentation (Refer to iteration 7) Gameplay Game was being played and recorded so 28/12 demonstration video that video commentary can be done Final documentation Commentary to be recorded and final and prepare game for amendments to be made to the GDD and 29/12 submission; Final rulebook Playtest 44
  • 45. 7 PLAYTEST RESULTS 7.1 Feedback from playtesters For the playtest session, after the playtesters have played the game, they are requires to answer a few questions Questions asked: 1) What do you think about the game? (Gameplay, engagement) 2) Do you have any difficulties during the game? (E.g. Forming words, getting the alphabets you want?) 3) Are the game mechanics, game system playable? 4) What can you suggest about improving the game? Play testers replies to the questionnaire Aspect Feedback Brain-cracking, requires one to think before making a move Thoughts about gameplay Time pressure to score as much points as possible. Difficulty forming words especially when an opponent acquires the letter you’re aiming for. Difficulties player face Some of the alphabets that are wanted are out of reach around the board. Player may not have the ‘jump’ action card to jump over or, the step cards’ value too low to get over Gameplay flow is smooth and players Game Mechanics have the option of choosing how many steps they want to move Player tokens can be made to stand on Suggestions for improvements their own because during the game, player has to keep picking up the tokens, which can sometimes be hard due to the 45
  • 47. 8 APPENDIX 8.1 Playtest Results Tabulation and Observations From the playtest results and observations, several things can be concluded. Observations 1) With the time limit given, players would have to think fast to make a decision 2) Also with the time, players are pressured to think and decide fast to score points 3) Players would sometimes have difficulty getting to the alphabet they want on the board. This can be because they do not have the step card to make it there or the alphabet is too far away Playtest Results Tabulation From the playtest results, we can deduce several things 1) The game makes player think on their feet and also to strategize quickly and find ways to win their opponents 2) Also, players have to think when they should use the action cards if they want to win or make other players lose the game END OF DOCUMENT 47