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These 2 images shows the work we have done and also the discussions that were going on in the google docs.

Starting Process - Brainstorming Phase

We did not have any idea of what kind of game we should work on and what kind of mechanics we want incorporated in our game. Therefore, we first decided that we would each come up with our own games and look through the ideas one by one and decide which is the best. We started typing our ideas down on the shared Google Docs as we were all too busy to meet together and discuss. This led to our system being that each of us would create at least one game and at the end of the first week, we would determine whose game seems the most fun and enjoyable and we would proceed on to using that game. What happened was that all of us actually created at least 2 individual games. There was a problem, however, and it is that although all of our ideas does have its creative and unique parts, but it contains too many "plot holes". During this first week of choosing a suitable game, we actually read through each others' ideas and realised that although most seems possible to work towards, we were unable to solve each others' problems in the games. An example of how we went about doing this is that we would start from the first game on the google docs and give our critic of the game. We would gauge whether the game is possible to develop and we also questioned each others' games. For example, we would ask whether this game is actually too reliant or luck or what happens when this certain event occurs, or questions like how can i incorporate strategic elements in this game. I feel that by doing it this way, we manage to ensure that each of us contributed in this assignment and did not slack off while letting a single person come up with the game. By giving serious thoughts to each others' games and discussing among ourselves if a particular game is successful, actually ensured that there would be no unfair choosing of the game and this system also helps in making sure our final game decision is a game that all of us feel we can work towards completing and also an idea that we will be able to solve the loopholes of.

 

A few ideas that I came up with are:

First Idea

A competitive/cooperative game which can be played by 2-6 players but requires a narrator/facilitator who can be considered the 7th member. The reason this game can be either competitive or cooperative is that the game can be playedd by joining forces with each other or competing with each other and thus the players are given a choice of which mode they wan to play the game in. This game makes use of the Dice Rolling, Take That and Hidden Roles mechanics.

The playing board will be probably a 20x20 boxes dimension. A cartoonish top down view of a regular/common school will be the "background" of the board with the venues of the school written. Much like Cluedo, some special locations will also have a passage way that connects the current location to another location and the players are given the choice of whether they want to use that passage way to get to the room that they want. There will be special boxes on the board which will show "A" or "D" which represents Attack and Defence respectively. If a player lands on this special boxes, they would draw a card from the respective decks.

The goal of the game is that the players are required to carry out the missions that they are given. The game will only last for an hour and thus the players will have to time the game since the start. At the start of the game, players will be given missions that they are required to carry out. In order to cater to replayability, there will be various types of missions which thus allows varying whenever a new game occurs. 

There will be a total of 4 decks of cards: Locations (in terms of coordinates), Attack, Defence, Clues and Missions. At the start of the game, each player will be given 2 Attack and 1 Defence card and also required to take a Location card and Mission card. After seeing their own respective location, they will place their miniature character (character pawn) on the location stated on the card before putting the location card back to its deck and shuffling it again. The narrator will the draw a location card which will show the specific location which the student can escape the school from. 

During the gameplay, there will be many roles in the Mission cards that are given to the players and some of them may end up with the same role. However, the players will not be aware of which roles and missions the others have. The possible missions can be something like: Make the students attend a total of 12 lessons. And his role will be a teacher which is written on the bottom of the card. He can attack the other players by using the action cards. However, his mission only works on a student. There will be a total of 2 roles which are teacher and student and each individual has their own variety of mission they have to accomplish. The narrator/facilitator will be the one who records all the transactions and attacks to keep track of who is winning. Of course, the narrator/facilitator are aware of the missions and roles each player has and are. The players will then move around the different locations and boxes to get more cards by doing a dice roll.

If the player were to land on a box that provides a clue, he will draw from the Clues Deck to find out what kind of clue he would get. After that, he will present the card to the narrator/facilitator and he will need to give the clue to the mission or role a certain player has, 

The game ends when either, one of them wins the game by himself or if they had decided to work together, they will win as a group. This only happens when the winner is able to name the people who has the same role as him.

 

 

 The reason why we, especially me, thought that the game is not that good a game is that it is too reliant on luck as the players move around the various locations through dice rolling. Moreover, although the strategic aspect may come into play during the later parts of the game, there is no limit of what one character can do to another and with this game, the narrator/facilitator being biased may cause the game to go haywire and also not make the game enjoyable since the role is heavier on the narrator/facilitator. There is also the point of that people would not want to play a game that requires writing and recording things down which thus makes this game not a very feasible idea. 

Second Idea

A cooperative and competitive game that can be played by 2 to 6 players. This game will be carried out in the fashion of 1 vs the remaining players. Therefore, there will only be one enemy for the rest of the players. This game will last around 30 to 45 minutes depending on how long it takes for a player to carry out his move. This game makes use of the Set Collection, Hidden Roles and Take That mechanics.

The goal of the gam is to complete the deck that is required. For the sake of making the explanation easier, let us say that the cards we are going to use are poker cards. At the start of the game, 10 cards will be drawn from a 104 cards deck, which is 2 decks added together. The 10 cards will then be displayed with the first 5 cards being the cards that the "teacher" needs to complete while the next 5 cards will be the cards that the "student" has to fulfil. It will be a game where the players are given a role of either a teacher or student but only one of them will have the role of a teacher while the rest of the players will have the role of a student. 

The players will then start off with 10 card in hand. 7 cards will be the poker cards while the other 3 cards will be 2 attack and 1 defence card, The players are required to complete the set that is shown on the table using the cards that they have in hand. If the player is a teacher, he would have to complete the teacher set while the student has to finish the other set. On each round, it is necessary for the players to put down one card and exchange a card faced down with another player. The attack cards that the players has can only be played once per turn and they have the choice of choosing whether they want to play that card or not. The players can also choose to take a card instead on their turn, and not using an action/defence card. However, the total number of cards in hand cannot be more than 13. And if an action/defence card is used, the player has to immediately draw a new card from its respective deck. 

The game ends when the the teacher is able to make a student "do his work" and complete the set collection while all of the rest of the students will need to complete their set without getting the attack card that will force them to do work.

 

The players will then thus be able to ascertain who has what role based on what card is exchanged and also what attacks were carried out. If they manage to find out who has what role, they can then proceed to complete their role either as a team or by themselves if they are unable to trust the others.

The reason why this idea was rejected is that my group mates pointed out that the game will reach a standstill as the players can choose not to talk and that the players can choose not to find out who the other students are and instead just individually try to complete the set without working together. This then defeats the entire purpose of a 1 vs remaining players arrangement. Moreover, there are more issues like what are the ways we can tell who has which role. Although I pointed out that we can deduce based on the cards being exchanged, it is still not a big enough clue for this game to work. In addition, this game may turn out to be the players just exchanging cards or drawing cards over and over which will then make the game boring and defeats the purpose of this game.


 

These 2 images shows the work we have done and the planning of the materials that we will be using in our game

Starting on New Idea

After the constant deliberation and continuous discussions between ourselves, we managed to finally come up with a game that we would be able to work on. That idea was actually a mixture of some of our games and is actually made simpler so that it would be easier for us to expand on it. We spent a huge amount of time to better the game and also start the game properly. I personally do not have much knowledge of board games and have to watch some youtube videos so that i can get some ideas. However, after just watching one or two videos, I thought that I would end up copying the games instead and thus I stopped and focused on coming out with my own ideas instead. Although i am not sure whether my ideas would have been better if I had some more knowledge on the board games, I felt that the ideas I contributed did actually made the game better. When we first started developing this game, we really had to engage in a very long discussion as we had to get all of our opinions across and deem which idea would be the most suitable. I personally think that my group members and I actually each contributed a tremendous amount in our own ways. All of us were active during the discussions of how to make the game better and also on what we can do to ensure that there are no plot holes in the game. Moreover, all of us have equal standings in this group and thus, whenever we voice our ideas and opinions, we would always agree on the idea that sounds the most interesting and not only agree with the idea that seems the simplest to do. We were then able to reach a decision and started out on designing the game. We actually split up the workload to ensure that we do not fall behind in time and also to make sure that we did not miss anything out. Throughout our discussion of this final game, we actually took everything into account like how many players should we allow this game to have, the type of game we want this to be (Cooperative or Competitive) and what mechanics are used in this game. When we realised that some parts are inconsistent and does not make sense, we would then try to correct it together which thus shows how all of us are very involved in the making of this game.

The idea of the game was a cooperate game of a zombie infested school. The goal of this game was to get four bags of supplies that was necessary for the players to survive in the zombie apocalypse. The game uses the Set Collection, Action Point Selection and Dice Rolling mechanics. There will also be an infestation meter to show how infected the area is, with a few zombies acting as the obstacles and things the players has to defeat in the game.

There were much deliberation when my group mate presented this idea to the rest of us. We then decided to implement more elements into the game so as to make it more exciting and give more missions for the players to have to accomplish. We then started by deciding how the board will look like. We then decided to have a 3,5,3,5,3 tiles formation, with an entrance tile that can be placed anywhere on the map. We also created a few different zombies. Since our map was small, it was hard for us to decide on the number of players we should have but we finally decided on having 2 to 4 players. My group mates then pointed out that it is too similar to a game called Forbidden Island and honestly, I did not know what that is, so I convinced them that it is alright as we can just improve the game more and add elements into our own game so that it will have many better features and a more enjoyable gameplay for the players. After the discussion, I decided to watch a youtube video on Forbidden Island and I too thought that it was similar but then again, our game was still different in some aspects and I felt that we can still proceed with our game. Instead, I thought of using Forbidden Island as a reference to make our game much better than it. 

After the deep discussion on what we can do to improve the game further. We kept most of the original idea and the game became a game with a goal of having to collect all the bags without any players dying in the game. The game starts off with each player playing as a certain character. There is another deck called the loot deck that can be drawn which consists of infestation cards. There will be a total of 20 tiles which are 19 different school area tiles and 1 starting tile in the order of 3,5,3,5,3, with all the tiles being "closed". Players are then allowed to take 3 actions each turn. They can search to reveal the location of a tile, move to an adjacent tile, attack a zombie or draw a loot card. A zombie can be defeated if the player rolls 2 dices and the sum is higher than the HP of the Zombie. 

Process of making Prototype 1

It was a hard process for us as we realised there are many materials that we need. We then decided that we should use a thicker paper so as to ensure good quality and that the cards would not spoil easily. In order for the process to be smoother, I actually summarized the number of decks we need and the type of deck it is. This made the process of creating the decks much easier as we are certain on what is to be expected and how many cards we have to cut out. The first thing we worked on is the character deck where we chose to have 4 characters at first as we were aiming for having 2 to 4 players as the number of players allowed in our game. The other deck which we finalised early is the zombie deck. Inside this deck, there are various different zombies in this deck. At first, we only decided on 6 and it gradually increased to 9. After confirming the contents of those 2 decks, we proceeded to the other deck, the loot deck, which are much harder to do as we have to think of sensible cards that can aid in the gameplay. We started on that deck by putting in ideas of our own and then decide whether each others' ideas are usable and can be placed inside the deck. The number of cards in that deck was only decided later on after we compiled everyone's idea and implemented it inside. At this point, we actually decided on using tokens instead of using cards to represent the different items that would be used in the game. We also have 4 cure tokens as our storyline is that the players would have to find the four cures to end the game.

While making the materials, we still continuously engaged in discussions to ensure our game have no "plot-holes". After much discussion, we realised that the game was not challenging enough for the players. That was when we though that we should make use of a subject and school related theme and incorporate it into our current game. Therefore, it led to us implementing more storyline to the game to relate it closer to our given theme which is school. The new storyline for our game was that players will take on the role as students in the school while the zombies act as teachers. Players will all have their own specialisation (Chemistry) and has to go to specific locations to collect tokens representing the materials that they need and to craft their weapons. For example, for the creation of weapon for the chemistry character, the materials related to chemistry has to be used like spray paint and lighter to make a strong weapon to kill the zombie. However, only the zombie teacher that has the same specialisation, chemistry, can be killed by that student. However, some teachers can specialise in many subjects, which means that many students with different specialisation has a higher chance of being able to kill that same zombie.

The difference between our initial game and this current one is that we are giving a more specific goal to work towards and not only having just one common and simple goal to achieve. By using this improved version of the game, we manage to get rid of the RNG problem when killing the zombie as the players are required to craft their weapons first instead of relying on their luck during the dice rolling. Moreover, we also implemented the pass function where a player can pass a material that they got, which may not be a material that he needs for his own weapon, to the player which needs that weapon. This will thus make the game seem more cooperative as the players will not just split ways and only collection the cure. We gave them a much more exciting goal which will include everyone. In addition, the more notable implementation to this new version is that there are two students who has special abilities that will help a lot throughout the course of the game. They are the Biology and Geography Students. The Biology student acts as a medic who can heal other characters when they are on the same tile. The amount of HP he will restore to the player will be by the number shown own his dice roll. He can also reduce the Zombie's damage by half when he is on the same tile as another player. The Geography Student has an ability different to that of the Biology Student and it is that he can peak at any tile on his turn to find out what location it is. After implementing this however, we found a flaw. That is, we felt that having such an overpowering character is not that good in this game as it will result in the other players not being able to do anything much while only relying on those players with abilities to do most of the stuffs. However, due to the lack of time, we still went ahead with that plan. 

We then proceeded to making the materials and weapons tokens. They were the last to be done as it was hard to match the subject of the student to the materials that has to be used to make the weapon. The tiles of which is the item that we will hold our game on is also cut out from a cupboard that one of us have and all of us pitched in in painting the question mark on the black background.  After the completion of all these materials, we actually proceeded to playtesting and realised that we need a HP bar for the characters and thus we made do with a few straps of paper we have on hand to indicate the health bar. 

These image shows what we found out after the play testing we did ourselves before the actual play testing day during class and the play testing during class

Before and After Playtesting in Class

First Playtesting >>> Before Actual Playtesting in class

Before the play testing, we actually tried to perfect our game both in terms of design which is how appealing the game would look and also the concept and content of the game. As we are still trying to improve the game even during the making of the prototype, we also tried to add in some new features that would enhance the game further and to solve any uncertain elements or elements of the game that we feel would cause contradictions later on. We were then able to finish our prototype of the game and although not perfect, we had the right contents and also the materials that would make this game playable. In order to ensure our game would run smoothly, Today, we started by play-testing our game. We play tested together with our game artist so that she could give us her opinion about our game. During the start of the game, we realised we did not decide which order to determine the first person to move and thus implemented the rule, that the one who roll the highest number for the dice goes first, on the spot.

However, there were a few problems that arose when we were play testing and some of the problems are "events" problems. My meaning of "events" problems is that the issue could only be seen during the process of playing the game in a certain way. There are some uncertain situations that arise during the playing of the game which did not even cross our minds during the making of this prototype.

During this play testing, we found some errors that we did not take into consideration. We realised that we are unable to keep track of which Zombie belongs at which location which ended up in us using a makeshift solution which is to put the Zombie card under the tile of where it is supposed to appear at. Another problem is that the medic is too overpowered as he could heal at anytime during his turn which thus resulted in the problem of our health not being able to go very low. One more problem regarding the medic is that he can just do nothing and instead only concentrate on restoring the health to the players without moving or doing anything himself. In addition, with this, the other players will not have the sense of danger when they encounter a Zombie as they will just think that the medic can just heal him and that there is nothing to worry about. Another problem that is not related to the medic which we found was that the loot cards are helping the players too much and there are not that many bad cards that will cause the players to take damage. 

In the end, we discussed on the spot while putting the game on hold so that we can solve this problem. What we decided was then for the medic to roll a dice that only shows 0,1 and 2 instead of the normal 6 sided die. We also decided that the medic could only heal 1 member that is on surrounding tiles, as opposed to the initial design which is that the medic could heal members that are on the same tile. That way, we can somehow limit the ability of the healer. Then, we solved the problem of the loot cards being too advantageous to the players by reducing the amount of health some of the cards are able to restore and instead increase the damage that the bad cards could bring. In order to be able to make the players have a higher chance of "dying", we added in another goal. That is that the players have to escape back through the entrance of the school before the game is considered finish. Another thing we implemented is that we made the drawing of loot cards fixed, which means the players do not have the option of choosing whether they want to draw a loot card. We actually

discussed and found out that there is no factor which will make the players want to draw the loot cards. And before the play testing during class, we were unable to solve this problem. 

 

Despite these few problems that arose, we still managed to solve most of the problems before the actual play testing during our lesson which thus made us feel confident that our prototype is in fact a game that would at least make people feel enjoyable when playing it. In spite of this, we still have some concerns which is that our game has no strategic element and the lack of reason that makes a player wan to draw a loot card and we feel that it is thus not good enough to reach our teacher's expectations. But we still went ahead with the plan as we thought that it is still enjoyable despite that lacking element.

Second Playtesting >>> Actual Playtesting in class

During the play testing on this day, our teacher gave us pointers that we feel are very valid and in actual fact, we too, have thought of this problem. Our teacher pointed out that our game is mostly luck based and straightforward, without including any strategic approach. In actual fact, we did already consider this issue and actually tried to form a solution around it but was unable to come up with a good enough solution to solve this problem. At the start when we were deciding on the games, we actually wanted a very strategy-based game but was unable to work towards that idea as we felt that it would be too complicated for us to handle and thought that we could do without the strategic aspect of the game. In spite of that, after hearing our teacher's comment, our doubts were confirmed and thus we started working towards creating a game that contains more strategic aspect rather than just relying solely based on luck. Although the game is fun in a sense, it is more of an activity rather than a game as it does not require much thinking. Therefore, we took the teacher's suggestion of splitting the tiles into different areas (A,B,C) into mind. By arranging the tiles in this manner, it gives the players a reason to choose which tile to go and why to go there. In addition to that, our teacher also pointed out that the starting actions will always be the same and that it will be the same dull movements each time the game is played. After we started brainstorming while taking into consideration what our teacher pointed out, we were then able to throw out some suggestions ourselves during our own discussion that may better the game and have properties of strategic gameplay which would require literal full cooperation. We are thankful to our teacher for pointing out these problems as it is because of his advice that we are able to take a step forward and think of ways to make the game better., 

This image shows a separate google doc of our final prototype with the final changes and the finalised items and materials.

Making of Final Prototype and Video + Rulebook

We started out on the new idea that we came up with due to our teacher thinking our game contains too much luck. We decided to go according to our teacher's suggestion and thus started thinking towards the direction of having tiles of different name like A, B, C and D. I thought that it will be important to come up with a thrill factor for the players and thus suggested to use a countdown system which is the clock. I also tweaked the storyline a little here and there so that it will make sense.

During our discussions, we decided on having only Tiles A, B and C while using the word Faculty A, Faculty B and Faculty C so that it links more to our topic of school. After going with this idea, we decided that each faculty will have different number of tiles. However, before working directly towards that direction, we started discussing on what the goal of the game would be. That was when we decided on a 12 turns game, due to Ren Kee's suggestion of making the game just last 12 rounds. This thus will make the players feel the urgency that there may not be enough moves to complete their goal and will thus make the players think more about what they should do. We then discussed about the goal of our game. Although the goal of getting cure does make sense, we started questioning if that would be a exciting enough goal.

What came up after our long discussion was to save survivors. Initially, I suggested having survivors in the school instead and the players have to save them and have to escape through a helicopter. However, while discussing with my teammates, we thought that the idea is not good enough as it will be too boring if we can just save the survivor by standing on the same time. After throwing in random ideas here and there, we then decided on having to fulfill some sort of requirements before being able to save the survivors.

Another problem arose which is how to incorporate the strategic play in our game if it is up to luck which location the player lands on. That was when I thought that if the locations are revealed from the start, it will be easier for the players to plan. This way, strategy play will be able to be used instead of luck. After discussing it with my teammates, we thought that we could use this idea as this answers our teacher's question of why would a player want to proceed to another tile instead of just searching the one he is on. 

Next, we discussed about the loot deck. What our teacher pointed out was that if our loot deck has materials that would make the players want to draw or is it just full of unfortunate materials. That was when we started to think of the purpose of the loot deck. If we have both bad and good cards in the loot deck, it will make the player not want to draw the loot card to play safe. If we make a rule that a loot card must be taken, we realise that it would depend too much on luck like whether the player draws a good or bad card. That was when we thought, why not have a good and bad deck separately so that the player will know that this card would bring bad things and the good deck will bring good things if drawn. Therefore, we decided to keep that idea and started to add in contents that we think would work out and once again we check to see if each others' ideas are good. The number of cards in both the good deck, life deck, and bad deck, death deck, was 20 cards. During the making of these cards, we were still thinking of how to make our game has strategic aspects by making use of the different faculties. After that, we also decided to scrape the idea of having different subjects specializations for the students and teachers as it was redundant at that point of time. Thus, we decided for these students to have abilities of equal standings so that one is not too overpowered. Also, we removed the HP from both the Zombies and the Characters as it was not needed at that point. With this, we also scrapped the idea of creating a weapon.

I also came up with the idea of having a story written on the card too so that it will be more exciting for the players. That is because, for me personally, I like reading stories in a game as it will make me feel more immersed and that it will make the game more enjoyable without it only being dull. After that, we engaged in a discussion to decide whether we should have the idea of creating a short story for the players to read before proceeding ahead to do the action. We agreed on that action and thus I started to write up on the stories for the facilities cards and of course, I received some help from my teammates. 

 

Next, we discussed that we should have different ratios of good to bad for the different faculties. This discussion arose due to our teacher asking us what would make the player proceed to another tile instead of just searching the tile that he is on. Then, we realised that we should make the ratios make a significant difference in their decision making. I was then tasked to do the ratios first of good to bad cards and after that, we started to discuss whether the ratio I proposed can actually be used. We decided to go with that ratio. After that decision, we started to play the game through our head and found a problem. What about the survivors? How do we save them and how do we know where they are. That was when we got into a heavy discussion and finally decided on how to go about this problem. We decided on having the locations of the survivors revealed at the start of the game by deciding on their location. Moreover, in order to ensure replayability, we decided that the way to save the survivors should be different and that we should place them at different locations each game. Another problem them arose of how to decide the locations of the survivors. After some discussion, we decided that we should have a locations deck that consists of only a single card of all the locations. The locations will then be decided by the drawing of the deck for the survivor's locations. We then also decided that we should put that if there is a survivor in a certain location, these certain requirements will have to be fulfilled. This way, the requirements will always be different. For the subsequent cards in the death deck like the zombie infestation card which requires a location to be named, we also relied on our locations deck and realised how it is essential in out game. Another factor we took into condition is how to keep track of the 12 turns and thus we made use of a clock to indicate the number of turns left. 

Then,we engaged in a more in-dept discussion about how are we going to save the survivors. At first, my original proposal to my group mates was to have all the players start off with 3 Food and 6 Water and for each turn, the number of food will decrease by 1 while the number of water will decrease by 2 which will thus make it urgent for the players to draw from the materials deck and also land on some specific locations. However, after discussing more with my teammates, we realised that it will be too hard for the players as this means that they will die after 2 rounds if they don't manage to find food and water during those 2 rounds. That was when we thought, how about using that as the requirements for saving the survivors instead? Therefore, we concluded that we should use Food and Water to save the survivors.

 

We then started to work on the other decks which are the Materials, Life and Death Decks. It took us quite a while to finish up on these decks as there is constant debates of whether this card is lethal enough or if it is too lethal, or if the card is helping to players too much or if some materials are actually unnecessary. However, we still manage to come up with these good decks. After getting all our materials and contents done, we concentrated on the design and all of us put in a lot of efforts to make the design nicer although most of the design work was done by Wan Ning as her art was much nicer than ours. 

We kept most of our original mechanics and although most parts of our games are changed, I found it fascinating that due to us wanting to keep as much of our original game as possible, we managed to have no wastage of cards and also any of our materials that we used to make our very first prototype. In addition, regarding one of our game mechanics which is Dice Rolling, I personally feel that although the dice rolling element may be too RNG for our game, I thought that it was necessary to put in this factor of luck and honestly, while playing the game, the players will find it fun and quite funny if they are unlucky and kept losing to the bad cards. Therefore, I honestly feel that it was necessary in this game, both to have a chance of the players having to deal with a few problems that formed due to the bad cards and also to make them feel that it is important to plan their movements during the game. 

The final prototype is then finished and we proceeded to play test it several times, again and again, to check and see if we can find any faults in it. While playing the game, we realised how we are unable to keep track of which property card should belong to which survivor and what to do with the properties of those locations that does not have a survivor. After discussing, we decided that we should discard the property cards that do not have a survivor. Next, we decided that we should count the survivors as 1,2,3,4,5,6,7 according to their respectively position by columns left to right first and then rows top down. During the playtesting of this game, there were not much problems and that our implementations are working out well and is less confusing for us to keep track. However, we realised the life deck is not good enough for the player to want to draw them and thus we changed some of the cards and the count reduced to 15 instead of 20 but we thought it was plenty. Then, we proceeded to doing the video as we thought that everything is alright. There were not much issues with the doing of the videos. However, at the end of creating our video, we realised that there is not enough pitch in it and thus we created another video to represent our pitching. After that, we also created our rulebook too while using the script that we made for the video. All of us added in the contents for the rulebook in another Google Doc and was able to finish and check through several times to ensure all the needed content are inside. We referred to good rule books online to do our own rulebook. After we finished typing in and finalising the contents, one of my teammates made the rulebook look much better by editing it using Sketch. This thus concludes the process of producing our game, Hellsalem's Academy. 

This is the link to the pitch video of our game!  
This is the link to the instructional video of our game!
This is the link to our Rulebook!

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