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Foul Mouth for iOS

Game Concept by Samantha Brown






Foul Mouth for iOS
Copyright 2014 Samantha Brown 2
1. Introduction
Clarence is an old, foul-mouthed man with a low tolerance for shenanigans. When
Clarence gets mad, he has a tendency to shout loud obscenities. Being out in publicin
crowded malls or on a bus filled to maximum occupancyis a constant test of his
patience, especially when children and teenagers are present. Yet Clarence always finds
himself in these particular situations, as his wife is always asking him to run errands in
places highly populated with juveniles. Having experienced the repercussions of cussing
in front of small children, however, Clarence knows he must not lose his temper in their
presence. The player is tasked with the duty of steering Clarence out of situations in
which he might curse in front of kids. Empty mall corridors, broom closets, and the like
are the perfect place for Clarence to blow off steam before he breaks his threshold in a
crowd of impressionable minds.

1.2 Logline
A foul-mouthed man must suppress his urge to curse in front of small children by
navigating to the nearest child- and teen-free area.

1.3 Genre
Foul Mouth is a third person, 2D side-scrolling platform game.

1.4 Major Features

Shenanigans meter: located in the HUD, this meter shows Clarences level of
frustration. The more frustrated he becomes, the closer he is to losing his cool.

List of errands: Clarence enters each level with a list of errands he has set out to
complete. Whether its purchasing groceries or a new pair of socks, Clarences
purpose is to buy those items while avoiding causing a scene.

Child- and teen-free areas: Empty spaces in which the player may run into to get
out of earshot of children; mall corridors, broom closets, etc.

Collectibles: Clarence is able to collect items on his errands list. He gets more
points if he collects more items. Collectibles are also power-ups.

Shove: Clarence has the ability to shove away screaming children and other
nuisances. Shoving adds more frustration to the shenanigans meter, however.

1.5 Target Audience
Foul Mouths target demographic is children and young adults, ages 8 to 18. Since the
game does not actually feature curse words in the form of sounds or text, it is suitable for
younger audiences. The bad words are filtered with symbols (i.e., @#$%!).

1.6 Hardware Platforms
This game is designed for iOS platforms. Foul Mouths simplicity allows for iPhone or
iPad accessibility. The difficulty level of this game also makes it perfect for casual play
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Copyright 2014 Samantha Brown 3
on the go. This game also has potential for replayability, as players attempt to master
each level.

1.7 Competitive Analysis
Foul Mouth is expected to compete against top games in the iTunes App Store. Similar
games include Hipster Smackdown, a 2.5D side-scroller. Audiences who play Hipster
Smackdown will also likely enjoy Foul Mouth for its similar sense of humor. LIMBO and
TRAMBO are two platform games that are as minimalistic as Foul Mouth, which can also
be considered competitors of Foul Mouth, but not in terms of narrative elements or game
feel.


2. Main Game Screen

Score counter Clarence Curse words Kids (NPCs) Power-up Shenanigan meter
Errand list


2.1 Point of View
The point of view for this game is third person; therefore the player character is always
on screen, unless the player has navigated Clarence into a corridor or store in which he is
not visible for a limited amount of time. The viewing angle of this game is from a
dollhouse perspective (as if viewed through a window), showing the side view of each
level. The above image is the mall level, with one wall removed as a window.

2.2 Window
The cameraor windowfor this game is centered on the player from a third person
perspective. It follows the character around the screen according to the players
Foul Mouth for iOS
Copyright 2014 Samantha Brown 4
manipulation of the character (i.e., when the player moves right, the camera follows
Clarence). Clarence never reaches the edge of the screen, since the camera is always
centered on Clarence. Since it is a 2D platformer, this game captures the profile view of
the player character. The character is about 1/7 the height of the screen.


2.3 Heads Up Display (HUD)
The main HUD elements in this game are:

Score counter: located in the top left hand corner, this is where the game shows
how many points the player has. Points are earned when a player progresses
through the level without cursing. When a player navigates Clarence into a
childfree area to curse, more points are allotted in the counter. Bonus points are
also accumulated from picking up items.

Shenanigan meter: located in the bottom right hand corner, this meter indicates
Clarences level of frustration. As time elapses in the game, the meter fills up
steadily with a red color (frustration). As it comes closer to being full, it flashes
red. When it has filled completely, the meter turns completely red and Clarence
blurts out an obscenity. When Clarence blurts out an obscenity, the game over
screen is prompted.

Errand list: Clarence enters each level with a list of errands, located in the bottom
right hand corner. It can be tapped on the screen to bring up the list displayed in
another screen, pausing the game. This list contains items, which the player must
collect (power-ups). When a player collects an item, it gets crossed off on the list
in the other screen. Bringing up the list shows the player what he or she has
collected or has yet to collect.

Power-ups: When Clarence collects a power-up, he glows for three seconds,
signifying that the shenanigan meter does not gain anymore frustration. The red
color in the meter does not increase or decrease, but remains as is (wherever the
meter was when the player character collected the power-up).


Foul Mouth for iOS
Copyright 2014 Samantha Brown 5
3. Control Summary

3.1 Overview

This section discusses the controls used in the game. It explains character movement and
character interactions with objects in the level, UI elements, and NPCs.

3.2 Movement

Players traverse each level by tapping where on the ground players would like Clarence
to go (as shown above). Tapping the ground takes Clarence to that location. Tapping
creates ripple visual that shows the player where he or she has tapped.

3.3 Collecting

Tapping or walking over collectibles allows Clarence to acquire those objects.


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Copyright 2014 Samantha Brown 6
3.4 Interacting with NPCs

Tapping on NPCs highlights the characters and makes Clarence shove them aside on his
way through the level. NPCs present obstacles for the player to maneuver around, but he
or she has the ability to shove these obstacles out of their way.

3.5 Entering Doorways

To enter shops, corridors, and other rooms, the player taps on the door he or she would
like Clarence to enter. The ability to enter a shop is shown by the door having an arrow
hovering above it when within range. If it does not have an arrow above it, the player
cannot enter. Tapping on doors with arrows above them also highlights the door, to signal
that the player has tapped it and Clarence then enters the doorway.


3.6 Using the UI

Tapping on the UI elements highlights the selected object and then opens up another
screen for that feature. For example, tapping on the errand list in the right hand corner in
the above picture highlights the errand list, opening up the list window to show which
items have been collected or need to be collected.

3.7 Accessing the Main Menu

Tapping the blue pause button in the bottom right hand corner of the game pauses the
game and brings up the main menu, which includes options: resume, start over, view the
ladder board, view achievements and exit.


4. Gameplay Walkthrough

4.1 Overview
This section discusses a representative moment in Foul Mouth, from the point of view of
the player. It highlights actions made throughout gameplay, detailing how the player
progresses in the game, and as he or she does so, what he or she sees and hears.

4.2 Introduction
The scene begins in the mall level of the game. After the cut scene of Mildred asking
Clarence to go to the mall ends, Clarence is seen at the beginning of the mall level, which
shows the side perspective of the mall.

4.3 Setting
The mall is pictured below. It contains two floors (upper and lower). Players can navigate
the floors by tapping on the escalators (one is pictured to the left of Clarence) to go up or
down. The black boxes are doorways to stores, which Clarence can run into to curse
without penalty.
Foul Mouth for iOS
Copyright 2014 Samantha Brown 7



4.4 Walkthrough
The player begins on the first floor of the mall. Ambient mall music plays throughout
the level. For the purposes of this walkthrough, say the player taps on the first escalator
of the level. The player character, Clarence, rides the escalator to the second level
without any other actions needed. When he gets to the top, the player is required to
continue tapping on the ground or in the direction of where he or she would like Clarence
to go to progress through the level. In this example, the player continues tapping to the
right, all the while Clarences frustration meter is steadily increasing as he maneuvers
around hurdles of obnoxious teenagers and children. The frustration meter increases by
increments of five (out of one hundred). Different obstacles count for different amounts
of frustration (i.e., obnoxious teenagers cause +15 frustration, while rambunctious
children cause +10). Passing by teenagers or children causes the meter to increase by +15
or +10, respectively. The player can hear chattering and laughter from teenagers and
children as Clarence passes them.

After passing a few stores, the player decides to go back down the next escalator and
encounters a group of pesky, rambunctious children. The player might decide to shove
the children aside to continue on his way, or maneuver around them (not shoving the
Foul Mouth for iOS
Copyright 2014 Samantha Brown 8
children causes only +10 frustration, but shoving causes +10 more frustration, adding up
to +20 frustration).

Unfortunately, for the purposes of this example, the player decides to shove the
children while his meter is high. This causes Clarences meter to rise to a dangerous
level. In the right hand corner of the screen, his meter animation shows the increase and
is now blinking red. Luckily, the player is near a doorway with a red arrow pointing
above it (signifying that he or she may interact with it) and chooses to enter it. Clarence is
shown disappearing into the doorway, followed by muffled crashing noises from within
the store.

After cursing in the store without penalty, the frustration meter goes back down to
zero. Suppose the player continues tapping to the right. The screen continues reveal the
rest of the mall. The player, in this example, spots an item on the errand list that was
shown in the cinematic. He or she decides to tap on the errand list located in the top right
hand corner of the screen to view all of the items. One item on the list (a hammer) is
shown in the mall in front of the hardware store. The player, while continuing to avoid
the obstacles in Clarences path, taps on the hammer and as Clarence gets closer to the
item, eventually collects it. There is an animation of the item disappearing and a
checkmark animation is shown on the errand list for a few seconds, and then disappears.

Eventually in this walkthrough after collecting the rest of the items on the errand list,
the player reaches the rightmost end of the mall. Clarence stops and his animation shows
him sighing in relief. The level ends and the player is given the choice to continue to the
next level.

5. Story Elements

5.1 Overview
This section discusses the backstory, character descriptions, and tone of Foul Mouth. The
narrative background of this game is told in the short opening cinematic and throughout
gameplay.

5.2 Background
Clarence is a very disgruntled 80-year-old man. Married for 60 years and living in
a present day, suburban neighborhood, all he wants is to live his life in peace and quiet.
Retired, he spends his days watching television, running errands for his wife, Mildred,
and thinking about Key West, the retirement paradise of his dreams.

To his dismay, Clarence is always encountering hooligans in his day-to-day life,
however. Mildred is constantly nagging him to run errands to keep him busy, and thus he
spends a lot of time in highly populated places. Whether on the bus, at the mall, or
grocery store, his tolerance is tested by crying or rambunctious children or obnoxious
teenagers.

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Copyright 2014 Samantha Brown 9
Known for his history of explosive anger, Clarence is seldom invited to family
functions where children will be present. As this is a conflict for Mildred, a caring and
nurturing grandmother of 12, she is constantly scolding Clarence for not suppressing his
anger. Despite his contempt for most people, Clarence loves his wife, and is therefore
motivated to do his very best to refrain having episodes in public places.


Clarence
http://cdn.instantshift.com/

5.3 Characters

Clarence: The main character, Clarence, is the only playable character in the
game. A simple man, Clarence relishes his alone time. If he could, he would
spend all his days fishing in seclusion, or in the solace of his garage, modeling
miniature trains. He hates hippies, democrats, and loud musicbut most of all, he
hates children. He does not tolerate shenanigans of any kind, and children cause a
lot of ruckus.

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Copyright 2014 Samantha Brown 10
Mildred: Mildred is Clarences wife. She is a sweet and patient elderly woman
devoted to her husband and, after retiring, being a homemaker. She loves
decorating, so she is constantly changing the feng shui of their home.


http://thumbs.dreamstime.com/

Rambunctious Children: There are a number of different NPCs Clarence
encounters throughout the game. Rambunctious children are present as challenges
in each level. They are harmless hurdles that the player must maneuver around.
Such rambunctious children include Crying Carl, Ned the Nuisance, and Hyper
Holly.


http://st.depositphotos.com


Foul Mouth for iOS
Copyright 2014 Samantha Brown 11
Obnoxious Teenagers: Tini the Tween and Bill the Bully are among the
obnoxious teenagers Clarence must face throughout the game. Unlike
rambunctious children, obnoxious teenagers do pose a threat to Clarence. When
encountering them, Clarences temper rises more quickly. Thus, these teens have
a much more pronounced presence in the game.


http://nettortho.com/tag/braces



5.4 Tone
As one might expect, the tone of this game is silly and light-hearted. Each level feels
crowded and slightly overwhelming, similar to the amount chaos that can be found on the
sidewalks of Rollercoaster Tycoon, where the NPCs walk around in high concentrations
and sometimes pause to comment about the park, causing more traffic in the walkways,
in a comedic way that still feels somewhat frustrating.


6. Cut Scene

6.1 Overview
This section discusses the first cut scene in the beginning of the Foul Mouth game, before
the actual game play. It covers the setting, dialogue, camera and character actions
included in the cut scene.

6.2 Setting
This cut scene takes place in Clarence and Mildreds garage. The garage is very simple.
There are tools lining the back wall. There is a workbench with bottles of paint and
paintbrushes strewn across it. There is a glue bottle and other art supplies.


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Copyright 2014 Samantha Brown 12
6.3 Script

FADE IN

(The camera is positioned in front of CLARENCE, who is
sitting at his workbench painting a train car model).

MILDRED: (Shouting from another room off camera)
Clarence, dear. (The camera switches to CLARENCEs hands
painting the train car. Startled, he messes up his
train, accidentally smearing paint all over it. The
camera switches back to CLARENCE, who has stopped
painting and is grimacing in annoyance). Would you
kindly run an errand for me? Ive left you a list of
items on your workstation to pick up from the malldo
you see it?

(The list appears on screen on the workbench, indicating
which items need to be collected. Items on the list
include: measuring tape, a piece of fabric, and a
hammer. After a few seconds, the camera is back on
CLARENCE, still sitting at his workbench).

MILDRED: Oh, and deardont forget to control your
temper! We dont want you having another fit. Besides,
its no good for your blood pressure. (CLARENCE is
growing increasingly upset, and is clearly struggling to
suppress his anger). I know you have little patience
with the young ones especially, but do try your very
best not to swear in front of any children!
CLARENCE: (After a moment he takes a deep breath. Then,
mumbling under his breath). Alright(After a moment, he
decides to get up, still grimacing).


FADE OUT


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Copyright 2014 Samantha Brown 13




6.4 Other Cut Scenes
Other cut scenes are found throughout the game. Often they occur before each level, with
a similar situation of Clarence working diligently and Mildred bothering him (although
politely) to run an errand for her.



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Copyright 2014 Samantha Brown 14
7. Audio Design

7.1 Overview
This section discusses the audio that players hear when they play Foul Mouth.
Specifically, it deals with the sound effects, music, ambient sounds and voice over needs
for this game.

7.2 Voice-Over Needs

7.2.1 Clarence

Clarences voice can be compared to that of Lou Pickles, the grandfather in the Rugrats.
It is croaky with an angry temperament. The voice actor must be able to convey
exaggerated agitation, in addition to be able to exaggerate attempting to hold back anger
in his voice. Clarences voice-overs require very short lines (i.e., Dagnabbit when he
bumps into someone), as well as grunting and muttering under his breath.

7.2.2 Mildred

Mildreds voice can be compared to the grandmother from Spongebob Squarepants. Her
voice is somewhat high in pitch, but soft and sweet, like that of a kind, fragile elderly
woman. It is pleasant to the ears. Mildred speaks rather slowly, with clear annunciation.
She has the vernacular of an elementary school teacher.

7.3 Music

7.3.1 Level Music

The specific tracks heard during gameplay change from level to level. Overall, the theme
of the music in each level is (ironically) light and carefree. It is meant to contrast with
Clarences agitation. All of the levels contain instrumental elevator music. It contains
some smooth jazz elements and is meant for easy listening.

7.3.2 Main Menu and Pause Screen Music

When the game is paused, the music remains the same as the level currently in play. The
volume is simply lowered. In the main

7.4 Ambient Sounds

7.4.1 Mall Level

In the mall level, the faint echo of chattering people, footsteps, shopping bags rustling,
and children crying or laughing can be heard.


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Copyright 2014 Samantha Brown 15
7.4.2 Bus Level

On the bus, the player can hear the sound of someone snoring, a child crying, some
children laughing, and the hum of the bus engine. The player can also hear teenage girls
gossiping and teenage boys heckling the bus driver. Someones headphones are blaring,
muffled in the background.

7.4.3 Grocery Store Level

In the grocery store, there is the distant sound of a bored store clerk saying things like
Clean up on isle four or Help on register number two. There is also the faint sound of
shopping carts colliding (from bag boys collecting numerous carts). Again, crying and
laughing children can be heard.

7.5 Sound Effects

7.5.1 Main menu

The sound effects that occur when a player interfaces the main menu include short clips
of Clarences agitated grunting noises and short phrases (i.e., Dagnabbit) when he or
she selects the desired menu option.

7.5.2 In-Game Sound Effects

The character interaction sound effects found in Foul Mouth include:

Action Sound
Clarences walk Wet sneakers
Collecting an item on errand list Coins dropping
Collecting a power-up Bubble or bloop noise
Colliding with NPCs Bump sound

When he is traversing each level, Clarences grunting or muttering under his breath also
accompanies sound effects. For example, when he collides with NPCs, the bump sound
plays as well as an agitated grunt. When Clarence enters a corridor or closet to cuss, his
yelling is muffled. When Clarence curses in public, in range of children and teenagers,
ridiculous sounds (i.e., a horn sounding, an alarm, pans clashing together, and a beep
sound censoring a part of the curse word among others) are played all at once.

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