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 Foul Mouth for iOS 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.
Foul Mouth for iOS 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.
Foul Mouth for iOS 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.
Foul Mouth for iOS 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.
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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.
Foul Mouth for iOS 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
Foul Mouth for iOS 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.
Foul Mouth for iOS 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.
Foul Mouth for iOS 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.