CastleVania:SymphonyOfTheNight

CastleVania:SymphonyOfTheNight

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CastleVania:SymphonyOfTheNight by Mind Map: CastleVania:SymphonyOfTheNight

1. Levels

1.1. Level 1

1.1.1. Visuals-Non-diegetic UI

1.1.1.1. Movement Instructions

1.1.1.2. Movement key icons

1.1.1.3. Action/ Attack instuctions

1.1.1.4. Action/ Attack key icons

1.1.1.5. Objectives instructions

1.1.2. Usability

1.1.2.1. 2 types of fonts or less are used

1.1.3. Design

1.1.3.1. Level layout

1.1.4. Visual-Ingame

1.1.4.1. Enemy

1.1.4.1.1. Idle state + animation

1.1.4.1.2. Walk state + animation

1.1.4.1.3. Jump state + animation

1.1.4.1.4. Damage state + animation

1.1.4.1.5. Dying state + animation

1.1.5. Sound

1.1.5.1. BGM

1.1.5.2. Enemy

1.1.5.2.1. Attack sound fx

1.1.5.2.2. Attack hit character sound fx

1.1.5.3. Character

1.1.5.3.1. Collects collectables sound fx

1.1.6. Functionality

1.1.6.1. Background

1.1.6.1.1. Layer 1 scrolling

1.1.6.1.2. Layer 2 scrolling

1.1.6.2. Gameplay level

1.1.6.2.1. Ground scrolling

1.1.6.2.2. Platform scrolling

1.1.6.3. Enemy AI

1.1.6.3.1. Movement is present

1.1.6.3.2. Attack is present

1.1.6.3.3. Action is present

1.2. Level 2

1.2.1. Usability

1.2.1.1. 2 types of fonts or less are used

1.2.2. Design

1.2.2.1. Introduction on new mechanics

1.2.2.2. Level layout

1.2.3. Visual-Ingame

1.2.3.1. Enemy

1.2.3.1.1. Idle state + animation

1.2.3.1.2. Walk state + animation

1.2.3.1.3. Jump state + animation

1.2.3.1.4. Damage state + animation

1.2.3.1.5. Dying state + animation

1.2.4. Sound

1.2.4.1. BGM

1.2.4.2. Enemy

1.2.4.2.1. Attack sound fx

1.2.4.2.2. Attack hit character sound fx

1.2.4.3. Character

1.2.4.3.1. Collects collectables sound fx

1.2.5. Functionality

1.2.5.1. Background

1.2.5.1.1. Layer 1 scrolling

1.2.5.1.2. Layer 2 scrolling

1.2.5.2. Gameplay level

1.2.5.2.1. Ground scrolling

1.2.5.2.2. Platform scrolling

1.2.5.3. Enemy AI

1.2.5.3.1. Movement is present

1.2.5.3.2. Attack is present

1.2.5.3.3. Action is present

1.3. Level 3

1.3.1. Visual-Ingame

1.3.1.1. Enemy

1.3.1.1.1. Idle state + animation

1.3.1.1.2. Walk state + animation

1.3.1.1.3. Jump state + animation

1.3.1.1.4. Damage state + animation

1.3.1.1.5. Dying state + animation

1.3.2. Usability

1.3.2.1. 2 types of fonts or less are used

1.3.3. Design

1.3.3.1. Level layout

1.3.3.2. Introduction on new mechanics

1.3.4. Sound

1.3.4.1. BGM

1.3.4.2. Enemy

1.3.4.2.1. Attack sound fx

1.3.4.2.2. Attack hit character sound fx

1.3.4.3. Character

1.3.4.3.1. Collects collectables sound fx

1.3.5. Functionality

1.3.5.1. Background

1.3.5.1.1. Layer 1 scrolling

1.3.5.1.2. Layer 2 scrolling

1.3.5.2. Gameplay level

1.3.5.2.1. Ground scrolling

1.3.5.2.2. Platform scrolling

1.3.5.3. Enemy AI

1.3.5.3.1. Movement is present

1.3.5.3.2. Attack is present

1.3.5.3.3. Action is present

2. Pause Screen

2.1. Visuals-UI

2.1.1. Pause Caption

2.1.2. Instructions to unpause

2.2. Usability

2.2.1. Transition to screen animation

2.3. Functionality

2.3.1. Unpause key

3. Gameplay Screen

3.1. Visuals

3.1.1. Non-Diegetic UI

3.1.1.1. HP bar

3.1.1.1.1. If character takes hp packs: HP bar increases

3.1.1.1.2. If character receives damage: HP bar drops

3.1.1.2. MP number

3.1.1.2.1. MP number increases after taking MP pack

3.1.1.2.2. MP number decreases after using a skill

3.1.1.3. Money credits icon

3.1.1.4. Collectables icon

3.1.1.5. Obtain collectables icon

3.1.1.5.1. Obtain collectables feedback animation

3.1.2. Spatial UI

3.1.2.1. Character damage

3.1.2.1.1. HP drops and character moves back

3.1.2.2. Enemy damage

3.1.2.2.1. HP drops and enemy moves back

3.2. Usability

3.2.1. HP bar is red and contrasts from all backgrounds

3.2.2. MP number is green and contrasts from all background

3.2.3. Money credits display contrasts from all backgrounds

3.2.4. Collectables display contrasts from all backgrounds

3.2.5. UI

3.2.5.1. Golden ratio

3.2.5.2. Consideration user reading order-Left to Right

3.2.6. Damage number display contrasts from all backgrounds

3.3. Functionality

3.3.1. HP bar increases/decreases with gameplay

3.3.2. MP number increase/decreases with gameplay

3.3.3. Money credits display updates with gameplay

3.3.4. Collectables display updates with gameplay

3.4. In-Game general

3.4.1. Design

3.4.1.1. Levels layout

3.4.2. Visuals-In game

3.4.2.1. Character

3.4.2.1.1. Idle state+ animation

3.4.2.1.2. Walk state + animation

3.4.2.1.3. Jump state + animation

3.4.2.1.4. Fall state + animation

3.4.2.1.5. Damage state + animation

3.4.2.1.6. Dying state + animation

3.4.2.1.7. Status effect states + animations

3.4.2.1.8. Attack states + animations

3.4.2.1.9. Air attack states + animations

3.4.2.1.10. Attack sfx feedback animation

3.4.2.1.11. Fall sfx feedback animation

3.4.2.1.12. Invincibility animation

3.4.2.1.13. Collectables graphics

3.4.2.1.14. Fall sfx feedback animation

3.4.3. Usability

3.4.3.1. Sufficient space for player to see enemies/obstacles

3.4.3.2. Invincibility last for 3 seconds

3.4.3.3. Character positioned along the lower line in the rule of thirds

3.4.4. Functionality

3.4.4.1. Movement and actions correspond to correct keys

3.4.4.2. Character hp decreases according to damage figure when hit

3.4.5. Sound

3.4.5.1. BGM

3.4.5.2. Character attack sound fx

3.4.5.3. Character attack hit enemy sound fx

3.4.5.4. Character collects collectables sound fx

3.4.5.5. Character heals sound fx

4. Game over screen

4.1. Visuals

4.1.1. Transition to screen animation

4.1.2. Game over caption

4.1.3. Exit screen transition animation

4.2. Sound

4.2.1. BGM(non loop)

4.3. Usability

4.3.1. Buttons can be clearly seen

4.3.2. Game over caption is position with rule of thirds

4.3.3. Caption colour contrasts from background

5. Introduction Screen

5.1. Visuals

5.1.1. Studio Logo Animation

5.1.1.1. 10 seconds to transit to title screen

5.2. Usability

5.2.1. Logo Contrast well with background

5.2.1.1. Background colour contrast well with logo

5.3. Functionality

5.3.1. Skip studio animation button

5.3.1.1. Any keys to skip

6. Title Screen

6.1. Visuals

6.1.1. Enter screen transition animation

6.1.1.1. Stays on title screen till further actions

6.1.2. Game logo graphics

6.1.2.1. Logo shows after transition from introduction screen to title screen

6.1.3. Start game button

6.1.3.1. Neutral/Mouse-over state

6.1.3.1.1. Pops up and blinks after transition from introduction screen to title screen

6.1.4. Copyright statement

6.1.5. Background graphics

6.1.6. Exit screen transition animation

6.1.6.1. Title screen transits to gameplay screen

6.2. Sound

6.2.1. BGM

6.2.1.1. Constant music plays throughout the title screen

6.3. Usability

6.3.1. Buttons can be seen clearly

6.3.2. Logo occupies 1/3 of the screen

6.3.3. Logo is positioned in the middle of the screen

6.3.4. Colour of background contrasts from the colour of logo

6.4. Functionality

6.4.1. Start game button

6.4.1.1. Select a file

7. Credit Screen

7.1. Visuals

7.1.1. Neutral/Mouse over state

7.1.2. Source credit display

7.2. Sound

7.2.1. BGM