Concept
Below is the overall game concept, complete with illustrations
· Game Concept
· What is the essence of the game?
The year is 2099, and food on earth has been reduced to extreme scarcity. In it's last efforts, humanity sends four chefs to the bowels of the planet in order to harvest a secret underground food reserve, buried at the end of the 20th century by a fast food mogul in preparation for Y2K.
The four chefs eventually reach their destination, but soon turn on one another: he who controls the food, controls the planet. Now, they are no longer friends, but bitter enemies in competition for raw, tasteless power. They fight, live, and die by the fork--throwing food and cooking utensils at another--in one final, edible battle of dinner-sized proportions.
--Up to four players roam a two dimensional, underground world, filled with platforms, and molten nacho cheese; attacking another with tomatoes, forks and tongs; and using spaghetti strings (grappling hooks) to between stalagtites and mounds of discarded twinkies.
· Who / what are the characters? What do they do?
The characters are four chefs with an arsenal of cookingware, and a pot of over-cooked, super-strength spaghetti that they use to swing like voracious monkeys in an underground food stronghold. They are all player controlled--there are no NPCS, as there is no artificial intelligence in the future. Each player is entirely concerned with striking the enemy into submission, or as many times as possible, before the target number of points is achived by any single player.
· Where does the game take place? Why?
In the distante future, in an undeground food repository. There is no food on the surface of the planet in the future, so they're fighting over the last food reserves on earth.
· Game Mechanics
· How does the user interact with the game? With other players?
The user moves around and aims with the joystick, can jump, shoot, and grapple with spaghetti. Their primary concern is the "submission" of other players: when a player is struck with enough food that he can no longer stand (runs out of hit points) he waves a white flag, and respawns in a random location of the map.
· Are there non-player characters? What is their behavior?
No. Unbenknonewst to modern man, future man has absolutely no interest in robots.
· What other game entities exist? What is their purpose?
Platforms, pits of molten nacho cheese, weapons (food), powerups (food bonueses), spaghetti strings (grappling hooks), and other players. Platforms exist to be walked upon. Molten cheese is like lava. Other players attack each other into submission.
· How would a typical game progress from beginning to end? Show a flow diagram.
· Game Purpose
· What will the user experience during the game?
He will experience swinging between an underground, food-filled cavern on the end of a spaghetti string, hurling rotting food at other players, falling off ledges into pits of despair, and lust for the submission of his comrades at each elbow.
· Why will a user want to play the game? Why keep playing?
The thrill of competition, unique "deathmatch" style gameplay. The grappling hook will be easy to use, but provide much room for expansion through experience--keeping the player coming back for more!
· What does the user take away form the game?
Satisfaction of winning a competitive game through marksmanship, cleverness, strategy, muscle memory, or sheer virtue with the grappling hook.
Art
· User Interface
· Create a wireframe flowchart of all the screens the user may encounter
· Create mock ups of each of the screens
(see above)
· What are the UI widgets that will be needed in the game, and what do they look like?
Buttons will transition between screens.
Player select screen will show all players avatars (chefs) standing side by side. Weapon select screen will be player select screen, watermarked in the background, with available weapons overlayed
Main game will be all on a single screen. Camera will zoom in / out to makimize visibility.
· Create sketch profiles of each of the game entities
(Also include floor, ceiling, and background platforms (see below)
· Provide background and environment illustrations

· Characters / Game Entities
Create sketch profiles of each of the game entities and the important poses and costumes they can assume
Characters: Donald McFonald, the Cheeseburgler, Facial Contortion
(Grimace), Big Fat Boy, Titanium Chef, The Burger Queen, Gwendie, Top Dollar, Bad Dog.
· Environment
· Provide style references for overall mood, technique, palettes
The background will be in an underground cavern filled with mounds of decaying food.
· Provide background and environment illustrations
(see above “Provide background and environment illustrations”)
Music
· User Interface
· What are the UI cues that will be needed in the game, and what do they sound like?
When a player submits, the game will play the Wilhelm scream.
When the player is hit, it will sound like ketchup smashing on the ground.
When the player is victorious (wins the game), clapping will ensue.
The beginning of the game will have a short, but catchy beat to lure the attention of ne'erdowells.
· Provide background music treatments for all the screens the user may encounter
Classical music echoing in a cave. McDonald's jingles.
· Characters / Game Entities
· What sounds do the game entities and their accessories make?
All weapons being fired will make food-related noises (deep fryer sizzling, bubble gum smacking, jar of pickels opening, etc.). Similiarly, a sound will be made when weapon fire makes contact with anything solid.
Each avatar will make a sound when selected / damaged / "submitted"
Each screen will have a different background track. Moving the cursor will incite sounds.
Whenever a weapon is selected / picked up during the game, a unique sound will play.
· Environment
· Provide cinematic background and environment samples
See above statements about the universe.)
· Provide situational treatments (discovery, danger, combat, etc.)
Imagine Donald McFonald swinging dangerously accross pit a of boiling hot fat in a deep fryer, whil Big Fat Boy fires a lettuce at him, via a salad shooter.