1. Design History (Documentation – This is a change listing quickly describing each major version and changes)
1.1. Ideation Process (Sketches, Images, Photographs, Inspiration)
Design history: Concept taken from Monopoly, Game of Life, Cluedo and Para Para Sakura. Using the different elements such as using dices to move around on the board. And usage skill versus chances to modify car and win mini races so that players will be able to win the game.
1.2. Iteration
1.2.1. Evaluation of Iteration (as per each level of iteration – what worked, what did not work and why)
First time changes:
The concept of racing to the end and modifying the vehicles worked out. The winning and losing in the mini race made the game more challenging. There’s literally only one “way” to reach the ending place. In this way the players will be going towards the same direction .Yet at different pace. But in the initial stages, instead of tokens, paper money was used. This made the game play messy. Adding to that, players had difficulty to take note of the number of wins and losses in the mini races and modifications.
Second time changes:
Changes from paper money to tokens were made. And thus, made it easier for players. Graphical tables were introduced. This also made it easier for players to play. No change to concept.
2. Game Overview
2.1. Game Concept (Core Statement – what your game is about)
A game that allows you to race to the end with bonus factors in which tokens can be gained or lost.
(Pave your own route of freedom, the choice is in your hands)
2.2. Asset List (Brief description if necessary – e.g. board, 3x d6s, player tokens, etc.)
Game pieces- Mini toy cars, tokens for purchase (to be refined and graphical table for taking count of wins and losses in mini race and modification.
Die (to determine who start first and to allow movement in game)
2.3. Target Audience and Rationale
Target audience = aged 10 and above
Rationale = Must have certain amount of wisdom and knowledge to understand the rules of the games.
3. Gameplay and Mechanics
3.1. Gameplay
3.1.1. Objectives (What are the objectives of the game?)
To race to the end, win mini races and modify cars.
3.1.2. Play Flow (How does the game flow for the game player)
- Players are supposed to choose a mini toy car for movement in the game board.
- Player has to move by throwing the dice and move accordingly to the number shown
- Players are to move till they come to a question mark spot.
- Once on the spot, player has to throw the dice again while remaining on the spot.
- When the appeared number on the dice is even, player receives 275 T from the “Bank” and moves the number of spaces forward as indicated on the dice.
- When the appeared number on the dice is odd, player pays 260 T to the “Bank” and moves the number of spaces backwards as indicated on the dice.
- Each player has to pay a sum of tokens when their car lands on a car breakdown (CBD) space box or on the refill petrol (RP) space box.
[CBD = 210T, RP = 105T)
- Players can choose to upgrade or modify their car. But modification is compulsory and judging criteria for the players to win the overall game.
- Players are to take 4 tokens of each color for modifications of their toy car from the “bank”.
- While game is being played, players are required to fill the checklist so that they can keep track of the number and type of modifications done.
- Winner is determined by the amount of tokens left, number of wins and losses in mini race and the number of modifications to their respective car.
3.2. Mechanics – What are the rules to the game, both implicit and explicit. This is the model of the universe that the game works under)
Mechanics
Modification of cars
Question mark spaces
Tokens
1 6d Die
Score Sheet
3.2.1. Movement (do the players move using representative tokens or playing pieces? How?)
Players would make use of the mini toy cars for them to move around, and each time they are allowed to modify their car or participate in the mini races if landed on the respective spaces.
3.2.2. Objects (are there any non-player objects such as weapons or action cards?)
Tokens.
3.2.2.1. Using Objects (How are they being used? Is there a window of opportunity?)
Yes there is a window of opportunity. Tokens can be gained if player gets a even number in a mini race.
3.2.3. Actions (What meaningful player decisions are there?)
3.2.3.1. Modifications of mini toy car
The player has the decision to either do or do not modify the mini toy car.
4. Story, Setting and Character
Setting: A car race.
4.1 Back story (The Narrative of the Game)
The racers are having a competition in who has the best car and is able to win a car race.
4.2 Characters (Write-ups of the Characters – its preferences, history, character traits?)
4 car racers
5. Management (What was the project timeline like? What were the milestones and deadlines?)
· Sketches
· Drafts
· Layout lines
· Location of question mark and modification spaces.
· Considerations of Measurements of each square (6cm)
· Layout was first drawn on A2 paper, after which onto a harder surface board.
5.1. Detailed Schedule
- The measurements of each square.
- The number of spaces for question mark and modifications.
6. Play test Results (What were your findings from play testing?)
I found out that the players did not have many opportunities in making revenue for modifications and not much tokens in hand as well. Therefore, more tokens were bought and given to them and the modifications were made a little affordable. This was also because, winning and losing a mini race is totally based on luck. Adding to that, more mini races were also added in the game board.
6.1. Feedback from Blind Play testing
Generally the game is enjoyable and we enjoyed playing against competitors and also this game allows chance to take place. It’s fun because you won’t know what to expect the next moment. Adding to that, the rules are simple to digest. And there is a form of risk versus reward and skill versus chance.