Value Statement : Art, Quality The iron waffle believes in artistic creativity and stoic quality for all the games they make. Innovation will flourish from the hands of artists. Code of Ethics : The Iron Waffle will not waffle from the art of the game. The Iron Waffle will not compromise quality for any price. The Iron Waffle will smother every game with a toasty portion of creativity. High Concept Fantastical Journey through the neighborhood of young children and their imagination. Game Genre Rpg/child learning game. Rating • Target Audience: 8 – 15 children • ESRB Rating – E for Everyone – No hypersexual characters – No gratuitous violence – No explicit drug use – No foul language • It’s good clean fun for the whole family Main Platform Nintendo DS Other Platforms X box Game cube Target Audience Primary Males: ages 8 - 15 Females: ages 8 -15 Secondary Males: ages 20 – 30 Females: ages 20-30 Unique Features D pad accessories allowing the user to get creative and use there artistic abilities Mini games throughout Game play which will increase are user’s replay value We have multi player options which allow the user’s friends to have access to a special multi player mini games without owning the game themselves We include crayons with the instruction booklet General Design Elements Back-story You will explore a vast world, the neighborhood. You will make allegiance with your neighbors to compete in various missions and childhood games. You are introduced to the world be moving into this new town. A moving van rolls up to your home and your parents start to unload leaving you to explore and make new friends User Experience • Customizable Characters- Your Avatar • Toggle able camera angles- first and third via touchpad/ L and R buttons • Begin with a tutorial that guides you through all of the games elements and functions • Mini-Games throughout the game that resemble basic childhood games. Game Goal The goal of the game is to play as friendly as possible or to be as solitary as possible, but with no greater reward for either style of play. The goals will be very open, some games will be racing where your goal may be to beat your best score, or puzzle games to try and collect the most items. Plot Type – Character Base • You will explore a vast world, the neighborhood. You will make allegiance with your neighbors to compete in various missions and childhood games. • It is a mix between character/mission hybrid bases of play. You can choose what missions you do, weather you make friends, or have competition with other groups of friends, or mini-games as well. • The different dynamics with the groups of friends you make, either helping them, or being in direct competition with the other groups of friends. In Game Conflict Since you have changing alliances somebody who was an ally at one moment and strengthen will be in competition with you later as a competitor. Because of this change you have to help your future opponent. You can choose to play a mini game with your friends that don’t have a clear out winner, such as build the best fort. You will be rewarded for building your fort, but any fort is a good one, focusing more on building the fort not actually the specs of it. Characters Julio One Sentence Description He’s your best friend and helps you through out the game Appearance Description We envision him as an African –American with a big afro, or dreads this customizable. Back-story He is the main characters next door neighbor is the first one to great him, showing him the neighborhood, and how to do a box knot. He is in the second grade, and his favorite subject is history. He likes cats. Attributes • He’s a fast runner • He can make knots – he’s a specialized boy scout • He is a source of information. • His imaginary friend is a cat, Pete, which becomes a lion in the imaginary state. Behaviors • He assists the main character with questions. • He always waves to passing characters, he’s the friendly type. Character Purpose He gets the game moving, and helps the player when they are stuck. Relationships with Other Characters He’s well liked by all the characters, neutral party you can always go to. He becomes your best friend; you can always go to him for help. Sample Dialog “Hey friend, did you know you could use the touch pad?” “You know, your elephant is no match for his giraffe” Vocabulary of Motion • When he runs he has the comical speed lines with a cloud of dust • He can waves when you run up to him Archetype Julio - ESFJ – Guardian - Traditionalist • “A friend in need is a friend in deed” • He is really friendly, and tries to make friends with everyone, offering help always. • Like to engage in physical activity, he runs really fast. • like to do work with his hands and doing crafts • he is a boy scout, he likes to make knots Jack One sentence Description Takes things personally, and his feelings are hurt easily. He doesn’t like Phil because he thinks he’s trying to horde the neighborhood candy instead of sharing it equally. Appearance Description Has neatly combed hair Wears khaki pants and a sweater vest. Relatively short for his age Back-story Jack since he was born has been a cry baby. He believes it’s a kid’s right to enjoy what his parents gave him, rather than share with others. But despite this he is a relatively kind child. Attributes • Has a lot of imaginary points • People like to follow him, despite his commanding nature Behaviors Carries his blankie with him and uses it as a weapon when his feelings really get hurt. He cries, excessively Character Purpose He helps lead his friends with you along your various missions, if you wish you could not accept his help or conversely could accept Phil’s help. Relationships with Other Characters Friendly with most of the children in the neighborhood except Phil. Sample Dialogue “Ask what you can do for your neighborhood, not what your neighborhood can do for you” Vocabulary of Motion • He cries. • He cries a lot. • He continues to cry. • He goes into a ferocious rage whirling his blankie around his head. Archetype • Jack – INFP – Idealist – Healer • Sensitive and Caring • Very selective of his close friends, but cares for them even more so. • Take everything personally Phil One Sentence Description He is a commanding, structured, hot head that looses temper easily, often resulting in near apocalyptic water balloon fights. Appearance Description He always wears a green hat with a red star on it, He always has a sucker. Back-story He believes in equal sharing of all toys and candy, and will to any length to achieve this. He led his first neighbor hood revolution when he was three. When he was four his friend Croochy left a stockade of water balloons at Phil’s house. He still has a problem wetting the bed. Attributes • Always has a lolli-pop • He’s very accurate with a water balloon • He makes one hell of a pirate. • He has good imagination points • many imaginary followers Behaviors • Talks with his hands • He’s quick to decide on his actions, taking in little account for the well beings of others Character Purpose Usually on the opposing NPC, but you could choose to help him better himself, and work through his issues, including his bed wetting issue. Relationships with Other Characters No one likes him in the game but Croochy Jack particularly despises him. Sample Dialogue “Jack, Go Home” Vocabulary of Motion • Rigid arm movement as he walks” • He can throw balloons well. Archetype Phil – ENFJ – Idealist – Teacher • Diplomatic • Can rally friends to join his cause. • Disappointed when people they believe in let them down • He cries, a lot, usually resulting in a bed wetting during that night. Dust Jacket Welcome to the world of imagination. You are a kid Navigating through your neighborhood, Filled with puzzles and adventures, play with or against friends. Become the Friendliest kid in the game or become the least friendly it’s your decision! HUD Heads-Up Display Inclusively-Oriented Design Elements Stimulus • Emotional/Social Stimulus – By creating your own avatar, you will identify with your character. You will be curious about how they change, what games they unlock and the friends the make. • Visual Stimulus – Bright and vibrant effects, with a nightmare before Christmas look to it, Claymation. • Tactile Stimulus – You can write, draw, and create things using the DS touchpad Risk Barriers We allow the user an enormous amount of leeway when it comes to taking risk. In our game we encourage the user to feel comfortable in taking risks without any penalty besides impeding progress In-Game Language • Designed to be casual and inoffensive • Sample Dialog – “Hello friend. Did you know you can use the touch pad?” – “You know, your elephant is no match for his giraffe” – We will also add simple childhood dialogue flaws to add to the inclusiveness of the dialogue. Reward and Punishment • Gain friendship points • Unlock mini games • Your bad decisions will slow your progress • Low friend points makes it harder to make friends Intuitive Interface On the lower map, there is an overview of the neighborhood, and current location. While you are walking around you cannot do much other than walk around with the arrow keys, or talk or activate options with the few 'A' and 'B' keys. And you can always call Julio for additional help. You can also move around with the touch pad selecting points on the map leading you to your selected destination. Avatar Design/Customization The game allows for the choice of a male or female main character, with the option of selecting multiple genders. The user free reign when it comes to customization with a Varity of clothes and accessories. The user is also provided the option to change his avatars facial appearance and hairstyle. Our game has another unique feature the user can unlock more customizations through out the game. Level Name The Cul-de-sac One-sentence description Trials and tribulations of you and your neighbors, all surrounding the common blacktop where the characters clash, or don’t. Main theme Summer Sub-Urbia Verbal map You step out of your house and you see Julio. Julio will then begin to give you the tour of the neighborhood, showing you many of the lead NPC’s such as Jack, Phil, Croochy, Britney, and Susan. Each of the NPC’s will reveal a sub game that they enjoy to play, like jump rope. Now is your chance to run around free, and choose which you would like to play. Because your parents don’t trust you enough yet, you cannot move past the road entering the cal-de-sac. You are limited to the few houses around the cal-de-sac and the limited games they provide. Appearance description Normal mode: Jacks house is bigger than everyone else’s house. It is completely white, has white shutters, and colonial columns supporting an overhang at his door. Next to his door is a professionally painted mailbox featuring a bald eagle. He also has a big fountain in his front yard. On the three-car-garage there is a basketball hoop. His house is also at the end of the cal-de-sac Phil’s house: however is at the beginning of the cal-de-sac. Phil’s house is a split level type house, with a spacious basement, that has a hatchway for easier access. The color of Phil’s house is forest green, with red shutters. There is a lemon tree in the front yard and Phil’s house boasts the best view of the neighborhood pond which is directly behind his house. Croochy’s house: Brick house, fairly narrow house, but is taller than the others being three stories high. There is shrubbery near the doors, resembling jungles. He also has a sweet barbeque pit in the back yard, also made out of bricks. Britneys house: She is your other next door neighbor, opposite to Julio. She lives in a yellow pastel house. Her house has a lot of potted plants that surround the outskirts of her house and the walk ways. There is a big elm tree in her back yard, which has a home depot bought tree house built into it. Susan lives in between Croochy and Phil. Her house has relatively close access to the pond. She lives in a log cabin, it’s nice, it has central air, and big windows, with a nice back yard deck. Fantasy mode All the houses conform to the different imagination modes you can play. Whether it be a space level, where the houses become space ships, or a winter wonderland where they become igloos and mountains. Back-story The housing in the cal-de-sac is so diverse because of it its immensely diverse upbringing as a cal-de-sac. In the original settlement of the cal-de-sac it was a large farmland with a colonial style plantation mansion. Then through time, and the city began to encroach on the farmland portions of the land were sold off, this continued up to the 1960’s and early 70’s when the current state of the cal-de-sac was finalized. Rules (In development) In development Behaviors (In development) In development Environmental aspects (In development) In development Level duration (In development) In development Interactivity Goal To get you familiar with the base neighbor hood and NPC’s, the beginning stages of the game and its basic mechanics. User experience You can walk around the cal-de-sac playing the different games, experiencing some of the different imagination modes. As you walk around and speak with the other children NPC’s they will give you missions to accomplish. Once you complete these missions you will unlock a mini-game which you can then play to earn points. Interactive Rhythm For the experienced player it will take between three to four hours. For a new player learning all the mechanics it will take about four to eight hours to complete. Overall time to master the game however will take much longer, unlocking all the mini games, and replay value of these games will also add to the end rhythm of the game. How the user marks progress After each completion of a mini game there is an auto save, there is also an auto save after any major decision to which you can go back to. There is a map of the town, as you get further into the game more and more of the map will be uncovered, this will be one way to see how much more of the map needs to be uncovered. You will also have a list of mini games which you have unlocked in the various levels.