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PROJECT /03

Corridor Duel

INDIVIDUAL PROJECT

Corridor Duel two-player board match with pawns and placed walls.
Corridor Duel is a digital strategy board game built around movement, wall placement, route control, and competitive match play. The adaptation extends the core board-game structure with multiple player configurations, AI difficulty levels, online multiplayer, optional rule variations, and visual themes.READ BOARD → MOVE OR PLACE WALL → CONTROL ROUTES → ADVANCE TURN → REACH GOALView full-size image ↗

OVERVIEW

The Project

The project began as a Unity strategy-board prototype during Ahmet's VLMedia internship and was later continued independently as Corridor Duel. Its systemic focus connects local board rules, four AI difficulty levels, online multiplayer, 1v1, 2v2, and four-player match structures, an optional Crazy Mode, localization options, and multiple visual themes.

SYSTEM HIGHLIGHTS

Core Systems

A selection of core gameplay systems highlighted through media and code.

TECHNICAL PRESENTATION

Gameplay + Code

01 — Local MatchLocal play demonstrates the core board-game loop: movement, wall placement, route control, and turn-based decision making.

A proposed wall is accepted only after it stays inside the board, avoids existing walls, and preserves a route to the goal for every player.

Core Board Gameplay

Movement, wall placement, turn progression, and rule validation form the board-game foundation.

CONTRIBUTION
Implemented the core rules and local gameplay flow, including legal movement and wall-placement validation.
WALL PLACEMENT VALIDATIONPROJECT SOURCE / Assets/Scripts/Wall/WallValidator.cs / C#
public bool IsPlacementValid(float rotation){    if (wallInstance == null) return false;     if (!IsWithinGrid(wallInstance.transform.position, rotation))        return false;     if (IsOverlapping())        return false;     if (BlocksAnyPlayerPath())        return false;     return true;}

ARCHITECTURE

System Map

Match setup and gameplay-system flow

A presentation-level map of the verified flow: match configuration establishes the board state; local, AI, or network actions converge on rule validation; accepted actions update the board before win and turn checks. Crazy Mode modifies match behavior rather than acting as a turn step.

Match SetupModeConfigurationPlayerConfigurationBoard StateLocal InputAI DecisionNetwork ActionRuleValidationMove / WallBoard UpdateWin CheckTurn AdvanceNext ActionCrazy Mode
  1. Match Setup
    • Flows to: Mode Configuration
  2. Mode Configuration
    • Flows to: Player Configuration
  3. Player Configuration
    • Flows to: Board State
  4. Board State
    • Flows to: Local Input
  5. Local Input
    • Flows to: Rule Validation
  6. AI Decision
    • Flows to: Rule Validation
  7. Network Action
    • Flows to: Rule Validation
  8. Rule Validation
    • Flows to: Move / Wall
  9. Move / Wall
    • Flows to: Board Update
  10. Board Update
    • Flows to: Win Check
  11. Win Check
    • Flows to: Turn Advance
  12. Turn Advance
    • Flows to: Next Action
  13. Next Action
    • Flows to: Rule Validation
  14. Crazy Mode
    • Flows to: Rule Validation (Constraint)

SCOPE

Responsibilities

GAMEPLAY & AI

  • Implemented the core rules and local gameplay flow, including movement, walls, turns, and validation.
  • Developed AI foundations and expanded them into Easy, Medium, Hard, and Nightmare difficulty profiles.

CONNECTED PLAY & FORMATS

  • Established the initial multiplayer structure during the internship prototype and continued its gameplay integration.
  • Supported 1v1, team-based 2v2, and four-player free-for-all match configurations.

INDEPENDENT ITERATION

  • Continued the prototype independently as Corridor Duel after the VLMedia internship.
  • Expanded the interface and project presentation with Crazy Mode, visual themes, and multiple language options.

DEVELOPMENT NOTES

Development Process

  1. 01

    INTERNSHIP PROTOTYPE

    The project began during the VLMedia internship as a Unity prototype for a digital strategy board game.

  2. 02

    RULES & LOCAL PLAY

    Core rules, movement, wall placement, turn flow, and local gameplay established the first playable foundation.

  3. 03

    INITIAL SYSTEMS

    Interface work, early AI foundations, and the initial multiplayer structure extended the prototype during its first phase.

  4. 04

    INDEPENDENT CONTINUATION

    Ahmet later continued the work independently as Corridor Duel, expanding AI, match configurations, optional rules, localization presentation, and visual themes.