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P1503124 by Mind Map: P1503124

1. Introduction screen

1.1. Visuals

1.1.1. Skip studio animation button - mouse over state

1.1.1.1. The skip studio animation button can only be click on

1.1.2. Studio logo animation (5 secs)

1.1.2.1. To show who is responsible for creating the game

1.1.3. Skip studio animation button - neutral state

1.1.3.1. The skip studio animation button can be accessed by the players

1.2. Usability

1.2.1. Logo contrast well with background

1.2.1.1. Helps the Logo to blend in well but also to stand out

1.3. Functionality

1.3.1. Skip studio animation button

1.3.1.1. Allows the players to choose to skip or not

2. Title screen

2.1. Visuals

2.1.1. enter screen transition animation

2.1.1.1. Allows the players to know that the game is starting

2.1.2. game logo graphics (not font)

2.1.2.1. Players are able to identify the game

2.1.3. start game button - neutral state

2.1.3.1. The start game button can be accessed by the players

2.1.4. start game button - mouse over state

2.1.4.1. The start game button can only be click on

2.1.5. start game button - hit state + animation

2.1.5.1. When the start game button is clicked there will be a following animation

2.1.6. options button - neutral state (if applicable)

2.1.6.1. The options button can be accessed by the players

2.1.7. options button - mouse over state (if applicable)

2.1.7.1. The options button can only be click on

2.1.8. options button - hit state + animation (if applicable)

2.1.8.1. When the options button is clicked there will be a following animation

2.1.9. credits button - neutral state (if applicable)

2.1.9.1. The credits button can be accessed by the players

2.1.10. credits button - mouse over state (if applicable)

2.1.10.1. The creidts button can only be click on

2.1.11. copyright statement

2.1.11.1. A warning for the players that it is own by a company

2.1.12. background graphics

2.1.12.1. Gives the title screen unique visuals

2.1.13. exit screen transition animation

2.1.13.1. Allows the players to know that they are exiting the title screen

2.2. Sound

2.2.1. BGM

2.2.1.1. Improves the quality of the game

2.2.2. start game button - mouse over sound fx

2.2.2.1. The start game button has its own unique sound fx when it is accessed

2.2.3. start game button - hit sound fx

2.2.3.1. There will be a sound fx when the start button is accessed

2.2.4. options button - mouse over sound fx (if applicable)

2.2.4.1. The option button has its own unique sound fx when it is accessed

2.2.5. options button - hit sound fx (if applicable)

2.2.5.1. There will be a sound fx when the options button is accessed

2.2.6. credits button - mouse over sound fx (if applicable)

2.2.6.1. The credits button has its own unique sound fx when it is accessed

2.2.7. credits button - hit sound fx (if applicable)

2.2.7.1. There will be a sound fx when the credits button is accessed

2.3. Usability

2.3.1. buttons can be clearly seen

2.3.1.1. Allows players to navigate easily

2.3.2. Logo is positioned at point of focus (rules of third)

2.3.2.1. To prevent itself from being a distraction

2.3.3. Logo size occupies at least 1/4 of screen

2.3.3.1. Allows players to read off the buttons on the menu

2.3.4. Logo contrasts from background

2.3.4.1. Enables it to stand out more

2.4. Functionality

2.4.1. start game button

2.4.1.1. Allows players to play the game

2.4.2. options button (if applicable)

2.4.2.1. Allows players to adjust the setting of the game such as sound level and difficulty

2.4.3. credits button (if applicable)

2.4.3.1. Allows players to see the people responsible for the making of the game

3. Credit screen

3.1. Visuals

3.1.1. enter screen transition animation

3.1.1.1. To get the players to be aware that it is just an animation playing

3.1.2. names and roles display

3.1.2.1. Personifies the character players are playing as and gets players to know what their status are

3.1.3. source credit display

3.1.3.1. Allows players to know their scores

3.1.4. back button - neutral state

3.1.4.1. Lets players to choose whether to skip the screen credit

3.1.5. back button -mouse over state

3.1.5.1. The credit screen can only be skipped by using a mouse

3.1.6. back button - hit state + animation

3.1.6.1. A transition happens when the credit screen is skipped

3.1.7. background graphics

3.1.7.1. To give the animation a location to occur

3.1.8. exit screen transition animation

3.1.8.1. Indication that the game is starting soon

3.2. sounds

3.2.1. BGM

3.2.1.1. Improves the quality of the credit screen

3.2.2. back button - mouse over sound fx

3.2.2.1. When players skip the credit screen the sound fx stops immediately

3.2.3. back button - hit sound fx

3.2.3.1. sound fx occurs when back button is click

3.3. Usability

3.3.1. back button can be clearly seen

3.3.1.1. Allows the players to know where is the back button

3.3.2. back button position at lower right/lower left of sceen

3.3.2.1. Prevents the back button from intruding onto the credit screen

3.4. Functionality

3.4.1. back button

4. Gameplay Screen

4.1. Visuals - Non-digetic UI

4.1.1. HP bar/ icons

4.1.1.1. Players are able to see their remaining health

4.1.2. Hp bar/ icons decrease feedback animation

4.1.2.1. Gets players to be aware that the character they are playing is taking damage

4.1.3. Hp bar/ icons increase feedback animation

4.1.3.1. Gets players to be aware that the character they are playing is healing

4.1.4. SKILL/ MP bar

4.1.4.1. Enables players to know the amount of their skill/mp

4.1.5. SKILL/ MP bar decrease feedback animation

4.1.5.1. Indication of the skill/mp is spent by the player

4.1.6. SKILL/ MP bar increase feedback animation

4.1.6.1. Indication of the skill/mp is refilled

4.1.7. switch skill icons

4.1.7.1. Allows the players to know where is the options to switch their skills

4.1.8. score display

4.1.8.1. Summarises the players efforts with numbers

4.1.9. money credits display + icon

4.1.9.1. Helps the players to know how much money credits they are left with

4.1.10. collectables display + icon

4.1.10.1. Allows the players to know where to look for their collectables

4.1.11. obtain collectables feedback animation

4.1.11.1. Enables the players to receive more information about their collectables

4.2. Visuals - Spatial UI

4.2.1. character damage number display = animation

4.2.1.1. Gets the players to be aware of how much damage the are taking

4.2.2. enemy damage number display = animation

4.2.2.1. Gets the players to be aware of how much damage they are inflicting onto the enemy

4.2.3. character emotions icons

4.2.3.1. Gives the character more human-like attributes

4.3. Usability

4.3.1. HP bar/icons contrast from all types of background

4.3.1.1. Gives the contrast of the HP bar/icons a staple focus despite all the different backgrounds

4.3.2. SKILL/ MP bar contrast from all types of background

4.3.2.1. Gives the contrast of the SKILL/ MP bar  a staple focus despite all the different backgrounds

4.3.3. HP bar/icons + SKILL/MP bar height is about 15 of screen

4.3.3.1. Minimises itself from taking too much space on the screen

4.3.4. HP bar/icons + SKILL/MP bar width is about 15 of screen

4.3.4.1. Gives the contrast of the HP bar/icons a staple focus despite all the different backgrounds

4.3.5. switch skill icons contrast from all types of background

4.3.5.1. Gives the contrast of the switch skill icons a staple focus despite all the different backgrounds

4.3.6. score display contrast from all types of background

4.3.6.1. Gives the contrast of the score display contrasts a staple focus despite all the different backgrounds

4.3.7. money credits display + icons contrast from all types of background

4.3.7.1. Gives the contrast of the money credits display contrasts a staple focus despite all the different backgrounds

4.3.8. collectables display + icon contrast from all types of background

4.3.8.1. Gives the collectables display contrasts a staple focus despite all the different backgrounds

4.3.9. UI is layout with reference to rules of third/ golden ratio

4.3.9.1. Prevents the UI from being a distraction to the players

4.3.10. UI is layout with consideration user reading order

4.3.10.1. Helps the players to be able to read the screen easily

4.3.11. damage number display contrast from all types of background

4.3.11.1. Gives the damage number contrast a staple focus despite all the different backgrounds

4.4. Functionality

4.4.1. HP bar/icon will increase/decrease with gameplay

4.4.1.1. Lets the players to know that they are successful in interacting with the game

4.4.2. SKILL/ MP bar will increase/decrease with gameplay

4.4.2.1. Gives the contrast of the money credits display contrasts a staple focus despite all the different backgrounds

4.4.3. skill icons can be switched/toggled

4.4.3.1. Allows the players to choose different skills and to be able to carry them out

4.4.4. score display updates with gameplay

4.4.4.1. Allow players to know that they are defeating the enemies successfully and their efforts are recorded

4.4.5. money credits display updates with gameplay

4.4.5.1. Allow players to know that they are collecting money credits

4.4.6. collectables display updates with gameplay

4.4.6.1. Allow players to know that they are collecting new collectables

5. In-Game General

5.1. Design

5.1.1. Level 1 layout

5.1.1.1. Introduces the tutorial

5.1.2. Level 2 layout

5.1.2.1. Introduces newer mechanics

5.1.3. Level 3 layout

5.1.3.1. Introduces newer mechanics

5.1.4. Level 1 enemies placement

5.1.4.1. Simple to be according to the tutorial level

5.1.5. Level 2 enemies placement

5.1.5.1. According to the previous and newer mechanics

5.1.6. Level 3 enemies placement

5.1.6.1. According to the previous and newer mechanics

5.2. Visuals - ingame

5.2.1. character asset - start stage animation

5.2.2. character asset - idle state + animation

5.2.2.1. Gets the players to be aware that the game is responding to their choices

5.2.3. character asset - walk state + animation

5.2.3.1. Gets the players to be aware that the game is responding to their choices

5.2.4. character asset - jump state + animation

5.2.4.1. Gets the players to be aware that the game is responding to their choices

5.2.5. character asset - fall state + animation

5.2.5.1. Gets the players to be aware that the game is responding to their choices

5.2.6. character asset - damage state + animation

5.2.7. character asset - dying state + animation

5.2.7.1. Gets the players to be aware that the game is responding to their choices

5.2.8. character asset - status effect state(s) + animation(s)

5.2.8.1. Gets the players to be aware that the game is responding to their choices

5.2.9. character asset - attack state(s) + animation(s)

5.2.9.1. Gets the players to be aware that the game is responding to their choices

5.2.10. character asset - air attack state(s) + animation(s)

5.2.10.1. Gets the players to be aware that they have carry out an air attack fx

5.2.11. character asset - damage special fx feedback animation

5.2.11.1. Gets the players to be aware that they have managed to damage the enemy

5.2.12. character asset - walk special fx feedback animation

5.2.12.1. Gets the players to be aware that they have carried out walk special

5.2.13. character asset - attack special fx feedback animation

5.2.13.1. Gets the players to be aware that they have managed to carry out attack special

5.2.14. character asset - invincibility animation

5.2.14.1. Gets the players to know that they cannot be harmed

5.2.15. collectables graphics

5.2.15.1. Enables the players to know that there are co;lectables

5.2.16. collectables state special fx animation (attractive)

5.2.16.1. Gets the players to know that the collectables are special

5.2.17. character collects collectables special fx animation

5.2.17.1. Gets the players to be aware that they have managed to collect the collectables

5.3. Usability

5.3.1. character is centralised in the middle column

5.3.1.1. Able to get the players to be focused

5.3.2. character is position along the lower line in rules of third

5.3.2.1. Able to prevent the character from obstructing the background

5.3.3. there is sufficient space on the sides for the player to see enemies/obstacles

5.3.3.1. Enables players to play a balanced game

5.3.4. character invincibility last 3 secs

5.3.4.1. Only happens when the character spawns or respawn

5.4. Functionality

5.4.1. movement and action correspond to correct keys

5.4.1.1. Enables the game the respond correclty

5.4.2. character hp decreases according to damage figure when hit

5.4.2.1. Enables the game the respond correclty

5.5. Sound

5.5.1. BGM

5.5.1.1. Improves the quality of the game

5.5.2. character attack sound fx

5.5.2.1. Gets the players to be aware that their character is attacking

5.5.3. character attack hit enemy sound fx

5.5.3.1. Gets the players to be aware that their character is attacking the enemy

5.5.4. character collects collectables sound fx

5.5.4.1. Gets the players to be aware that their character has collected a collectable

5.5.5. character heals sound fx

5.5.5.1. Gets the players to be aware that their character is healing

6. Level One - Tutorial

6.1. Visuals - Non-diegetic UI

6.1.1. movement intructions

6.1.1.1. Gets the players to know how to move their character

6.1.2. movement key icons

6.1.2.1. Gets the players to know what is responsible to get their character to move

6.1.3. action/attack instructions

6.1.3.1. Gets the players to know how to attack the enemy

6.1.4. action/attack key icons

6.1.4.1. Gets the players to know what are the ways to attack the enemy

6.1.5. objectives instructions

6.1.5.1. Gets the players to know what is the point of the level

6.2. Usability

6.2.1. movement instructions contrasts from all types of background

6.2.1.1. Allows the players to read the instructions easily

6.2.2. movement keys icons contrasts from all types of background

6.2.2.1. Allows the players to read the movement keys easily

6.2.3. action/attack instructions contrasts from all types of background

6.2.3.1. Allows the players to read the action/attack instructions easily

6.2.4. action/attack keys icons contrasts from all types of backgorund

6.2.4.1. Allows the players to read the action/attack keys easily

6.2.5. objectives instructions contrasts from all types of background

6.2.5.1. Allows the players to read the instructions easily

6.2.6. instructions are positioned to capture attention of player

6.2.6.1. It is an important note for the players to take notice of

6.2.7. instructions are positioned to not obstruct gameplay

6.2.7.1. Enable players to see their actions in the game as they are following the instructions

6.2.8. 2 types of fonts or less are used

6.2.8.1. Gives better clarity

6.3. Design

6.3.1. level layout

6.3.1.1. Location for the levels

6.3.2. enemies placement in level

6.3.2.1. To give a challenge to the players

6.3.3. collectables placement in level

6.3.3.1. To reward the players

6.3.4. obstacles placement

6.3.4.1. To give a challenge to the players

6.3.5. progressive difficulty

6.3.5.1. To give a challenge to the players

6.3.6. placement balance

6.3.6.1. To prevent the game from being one sided

6.3.7. introduction on new mechanics

6.3.7.1. Creates a dynamic outcome in the levels

6.3.8. theme consistency

6.3.8.1. Allows the game to stay true to its story

6.4. Visuals - game

6.4.1. character asset - attack special fx feedback animation

6.4.1.1. Gets the players to be aware that they have carry out an attack special fx

6.4.2. character asset - damage special fx feedback animation

6.4.2.1. Gets the players to be aware that they have managed to damage the enemy

6.4.3. character asset - air attack state(s) + animation(s)

6.4.3.1. Gets the players to be aware that they have carry out an air attack fx

6.4.4. character asset - attack state(s) + animation(s)

6.4.4.1. Gets the players to be aware that the game is responding to their choices

6.4.5. character asset - status effect state(s) + animation(s)

6.4.5.1. Gets the players to be aware that the game is responding to their choices

6.4.6. character asset - dying state + animation

6.4.6.1. Gets the players to be aware that the game is responding to their choices

6.4.7. character asset - damage state + animation

6.4.7.1. Gets the players to be aware that the game is responding to their choices

6.4.8. character asset - fall state + animation

6.4.8.1. Gets the players to be aware that the game is responding to their choices

6.4.9. character asset - jump state + animation

6.4.9.1. Gets the players to be aware that the game is responding to their choices

6.4.10. character asset - walk state + animation

6.4.10.1. Gets the players to be aware that the game is responding to their choices

6.4.11. character asset - idle state + animation

6.4.11.1. Gets the players to be aware that the game is responding to their choices

6.4.12. obstacles assets

6.4.12.1. Creates challenges in the game

6.4.13. background layer 1 graphics

6.4.13.1. Sets the design for the location that the character is in

6.4.14. background layer 2 graphics

6.4.14.1. Sets the design for the location that the character is in

6.4.15. gameplay level - ground graphics

6.4.15.1. Allows the player's character to move on a solid ground

6.4.16. gameplay level - platform graphics

6.4.16.1. Sets the resolution for the game

6.5. Sound

6.5.1. BGM

6.5.1.1. Improves the quality of the game

6.5.2. enemy attack sound fx

6.5.2.1. Let the players know that the enemy is attacking

6.5.3. enemy attack hit character sound fx

6.5.3.1. Let the players know that they are hit

6.5.4. character collects collectables sound fx

6.5.4.1. Lets the players to know that they collected something

6.6. Functionality

6.6.1. background layer 1 scrolling

6.6.1.1. Allows the game to have a transition from one location to another

6.6.2. background layer 2 scrolling

6.6.2.1. Allows the game to have a transition from one location to another

6.6.3. gameplay level - ground scrolling

6.6.3.1. Allows the game to have a transition from one location to another

6.6.4. gameplay level - platform scrolling

6.6.4.1. Allows the game to have a transition from one location to another

6.6.5. enemy A.I. movement is present

6.6.5.1. Allows the game to respond to the player

6.6.6. enemy A.I. attack is present

6.6.6.1. Allows the game to respond to the player

6.6.7. enemy A.I. action is present

6.6.7.1. Allows the game to respond to the player

7. Lvel Two

7.1. Visuals - Non-diegetic UI

7.1.1. new mechanics instructions

7.1.1.1. Able to be aware of new mechanics in the game

7.1.2. objectives instructions

7.1.2.1. Gets the players to know what is the point of the level

7.2. Usability

7.2.1. new mechanics instructions contrast from all types of background

7.2.1.1. Allows the players to read the new mechnics instructions easily

7.2.2. objectives instructions contrasts from all types of background

7.2.2.1. Allows the players to read the objectives instructions easily

7.2.3. instructions are positioned to capture attention of player

7.2.3.1. Enable players to see their actions in the game as they are following the instructions

7.2.4. instructions are positioned to not obstruct gameplay

7.2.4.1. It is an important note for the players to take notice of

7.2.5. 2 types of fonts or less are used

7.2.5.1. Gives better clarity

7.3. Design

7.3.1. level layout

7.3.1.1. Location for the levels

7.3.2. enemies placement inlevel

7.3.2.1. To give a challenge to the players

7.3.3. collectables placement in level

7.3.3.1. To reward the players

7.3.4. obstacles placement

7.3.4.1. To give a challenge to the players

7.3.5. progressive difficulty

7.3.5.1. To give a challenge to the players

7.3.6. placement balance

7.3.6.1. To prevent the game from being one sided

7.3.7. introduction on mechanics extension/ new mechanics

7.3.7.1. Creates a dynamic outcome in the levels

7.3.8. theme consistency

7.3.8.1. Allows the game to stay true to its story

7.4. Visuals - game

7.4.1. enemy asset(s) - idle state + animation

7.4.1.1. Gets the players to be aware that the enemy is in an idle state

7.4.2. enemy asset(s) - walk state + animation

7.4.2.1. Gets the players to be aware that the enemy is in a walking state

7.4.3. enemy asset(s) - jump state + animation

7.4.3.1. Gets the players to be aware that the enemy is in a jump state

7.4.4. enemy asset(s) - damage state + animation

7.4.4.1. Gets the players to be aware that the enemy is in a damaged state

7.4.5. enemy asset(s) - dying state + animation

7.4.5.1. Gets the players to be aware that the enemy is in a dying state

7.4.6. enemy asset(s) - status effect state(s) + animation(s)

7.4.6.1. Gets the players to be aware that the status of the enemy is affected

7.4.7. enemy asset(s) - damage special fx feedback animation

7.4.7.1. Gets the players to be aware that the enemy has inflicted damage on the player

7.4.8. enemy asset(s) - attack special fx feedback animation

7.4.8.1. Gets the players to be aware that the enemy has attacked the player

7.4.9. obstacles assets

7.4.9.1. Creates challenges in the game

7.4.10. background layer 1 graphics

7.4.10.1. Sets the design for the location that the character is in

7.4.11. background layer 2 graphics

7.4.11.1. Sets the design for the location that the character is in

7.4.12. gameplay level - ground graphics

7.4.12.1. Allows the player's character to move on a solid ground

7.4.13. gameplay level - platform graphics

7.4.13.1. Sets the resolution for the game

7.5. Sound

7.5.1. BGM

7.5.1.1. Improves the quality of the game

7.5.2. enemy attack sound fx

7.5.2.1. Let the players know that the enemy is attacking

7.5.3. enemy attack hit character sound fx

7.5.3.1. Let the players know that they are hit

7.5.4. character collects collectables sound fx

7.5.4.1. Lets the players to know that they collected something

7.6. Functionality

7.6.1. background later 1 scrolling

7.6.1.1. Allows the game to have a transition from one location to another

7.6.2. background later 2 scrolling

7.6.2.1. Allows the game to have a transition from one location to another

7.6.3. gameplay level - ground scrolling

7.6.3.1. Allows the game to have a transition from one location to another

7.6.4. gameplay level - platform scrolling

7.6.4.1. Allows the game to have a transition from one location to another

7.6.5. enemy A.I. movement is present

7.6.5.1. Allows the game to respond to the player

7.6.6. enemy A.I. attack is present

7.6.6.1. Allows the game to respond to the player

7.6.7. enemy A.I. action is present

7.6.7.1. Allows the game to respond to the player

8. Level Three

8.1. Visuals -Non-diegetic UI

8.1.1. new mechanics instructions

8.1.1.1. Able to be aware of new mechanics in the game

8.1.2. objectives instructions

8.1.2.1. Gets the players to know what is the point of the level

8.2. Usability

8.2.1. new mechanics instructions contrasts from all types of background

8.2.1.1. Allows the players to read the new mechnics instructions easily

8.2.2. objectives instructions contrasts from all types of background

8.2.2.1. Allows the players to read the objectives instructions easily

8.2.3. instructions are positioned to capture attention of player

8.2.3.1. Enable players to see their actions in the game as they are following the instructions

8.2.4. instructions are positioned to not obstruct gameplay

8.2.4.1. It is an important note for the players to take notice of

8.2.5. 2 types of fonts or less used

8.2.5.1. Gives better clarity

8.3. Functionality

8.3.1. background later 1 scrolling

8.3.1.1. Allows the game to have a transition from one location to another

8.3.2. background later 2 scrolling

8.3.2.1. Allows the game to have a transition from one location to another

8.3.3. gameplay level - ground scrolling

8.3.3.1. Allows the game to have a transition from one location to another

8.3.4. gameplay level - platform scrolling

8.3.4.1. Allows the game to have a transition from one location to another

8.3.5. enemy A.I. movement is present

8.3.5.1. Allows the game to respond to the player

8.3.6. enemy A.I. attack is present

8.3.6.1. Allows the game to respond to the player

8.3.7. enemy A.I. action is present

8.3.7.1. Allows the game to respond to the player

8.4. Sound

8.4.1. BGM

8.4.1.1. Improves the quality of the game

8.4.2. enemy attack sound fx

8.4.2.1. Let the players know that the enemy is attacking

8.4.3. enemy attack hit character sound fx

8.4.3.1. Let the players know that they are hit

8.4.4. character collects collectables sound fx

8.4.4.1. Lets the players to know that they collected something

8.5. Visuals - game

8.5.1. enemy asset(s) - idle state + animation

8.5.1.1. Gets the players to be aware that the enemy is in an idle state

8.5.2. enemy asset(s) - walk state + animation

8.5.2.1. Gets the players to be aware that the enemy is in a walking state

8.5.3. enemy asset(s) - jump state + animation

8.5.3.1. Gets the players to be aware that the enemy is in a jump state

8.5.4. enemy asset(s) - damage state + animation

8.5.4.1. Gets the players to be aware that the enemy is in a damaged state

8.5.5. enemy asset(s) - dying state + animation

8.5.5.1. Gets the players to be aware that the enemy is in a dying state

8.5.6. enemy asset(s) - status effect state(s) + animation(s)

8.5.6.1. Gets the players to be aware that the status of the enemy is affected

8.5.7. enemy asset(s) - damage special fx feedback animation

8.5.7.1. Gets the players to be aware that the enemy is in a damaged state

8.5.8. enemy asset(s) - attack special fx feedback animation

8.5.8.1. Gets the players to be aware that the enemy has attacked the player

8.5.9. obstacles assets

8.5.9.1. Creates challenges in the game

8.5.10. background layer 1 graphics

8.5.10.1. Sets the design for the location that the character is in

8.5.11. background layer 2 graphics

8.5.11.1. Sets the design for the location that the character is in

8.5.12. gameplay level - ground graphics

8.5.12.1. Allows the player's character to move on a solid ground

8.5.13. gameplay level - platform graphics

8.5.13.1. Sets the resolution for the game

8.6. Design

8.6.1. level layout

8.6.1.1. Location for the levels

8.6.2. enemies placement inlevel

8.6.2.1. To give a challenge to the players

8.6.3. collectables placement in level

8.6.3.1. To reward the players

8.6.4. obstacles placement

8.6.4.1. To give a challenge to the players

8.6.5. progressive difficulty

8.6.5.1. To give a challenge to the players

8.6.6. placement balance

8.6.6.1. To prevent the game from being one sided

8.6.7. introduction on mechanics extension/ new mechanics

8.6.7.1. Creates a dynamic outcome in the levels

8.6.8. theme consistency

8.6.8.1. Allows the game to stay true to its story

9. Pause Screen

9.1. Visuals - UI

9.1.1. darken screen

9.1.1.1. Allows the options on the pause screen to be visually clearer

9.1.2. pause caption

9.1.2.1. Indication that the game is not running

9.1.3. instructions to unpause

9.1.3.1. Enables the players to resume the game

9.2. Usability

9.2.1. pause caption can be clearly seen

9.2.1.1. Able to get the players to be aware that the game is not running

9.2.2. instructions can be clearly seen

9.2.2.1. Able to get the players to know where is the option to resume the game.

9.2.3. pause caption is positioned at point of focus (rules of third)

9.2.3.1. Gives a better focus for the UI on the pause sreen

9.2.4. pause caption size occupies at least 1/6 of screen

9.2.4.1. Easier to read off and navigate the UI on the pause screen

9.2.5. caption contrasts from background

9.2.5.1. Allows the UI to have better lighting

9.3. Functionality

9.3.1. unpause key

9.3.1.1. Players are able to resume playing the game

10. Gameover Screen

10.1. Visuals

10.1.1. transition to screen animation

10.1.1.1. Brings awareness to the players that the game is over

10.1.2. game over caption

10.1.2.1. Indicates that the game is over

10.1.3. restart level button - neutral state

10.1.3.1. Allows the players to restart the game

10.1.4. restart level button - mouse over state

10.1.4.1. The restart button can only be accessed by using a mouse

10.1.5. restart button - hit state + animation

10.1.5.1. When the restart button is click there will a following animation to exit from the gameover screen

10.1.6. back to title button - neutral state (if applicable)

10.1.6.1. Allows the players to restart the game

10.1.7. back to title button - mouse over state (if applicable)

10.1.7.1. The restart button can only be accessed by using a mouse

10.1.8. restart button - hit state + animation (if applicable)

10.1.8.1. When the restart button is click there will a following animation to exit from the gameover screen

10.1.9. background graphics

10.1.9.1. Gives the idea to the players that the game cannot be played anymore unless it restarts

10.1.10. exit screen transition animation

10.1.10.1. Get the players to be aware that they are able to go back playing the game again

10.2. Sound

10.2.1. BGM (non loop)

10.2.1.1. Prevents the gameover screen from being a nuisance

10.2.2. restart level button - mouse over sound fx

10.2.2.1. The restart level button has its own unique sound over the sound fx

10.2.3. restart level button - hit sound fx

10.2.3.1. The sound fx from the level restart button can only be triggered by clicking on it

10.2.4. restart level button - mouse over sound fx (if applicable)

10.2.4.1. The restart level button has its own unique sound over the sound fx

10.2.5. restart level button - hit sound fx (if applicable)

10.2.5.1. The sound fx from the level restart button can only be triggered by clicking on it

10.3. Usability

10.3.1. buttons can be clearly seen

10.3.1.1. Lets the players to navigate easily

10.3.2. game over caption is positioned at point of focus (rules of third)

10.3.2.1. Players are able to read the captions easily

10.3.3. gameover caption size occupies at least 1/5 of creen

10.3.3.1. Players are able to read the caption easily

10.3.4. caption contrasts from background

10.3.4.1. Allows the caption to stand out more so they can be seen

10.4. Functionality

10.4.1. restart level button

10.4.1.1. Allows players to start the game over where they have lost

10.4.2. back to title button

10.4.2.1. Allows players to quit the game

11. Victory Screen

11.1. Visuals

11.1.1. transition to screen animation

11.1.1.1. Gets the players to know that they have won

11.1.2. victory caption

11.1.2.1. Alerts the players to know that they have won

11.1.3. next level button - neutral state

11.1.3.1. Next level button can only be controlled by the player

11.1.4. next level button - mouse over state

11.1.4.1. Next level button can only be accessed by clicking on it

11.1.5. next level button - hit state + animation

11.1.5.1. Next level button triggers another animation

11.1.6. background graphics

11.1.6.1. Gives the players the idea that they have won

11.1.7. exit screen transition animation

11.1.7.1. To allow the victory animation to occur

11.1.8. score display (if applicable)

11.1.8.1. Shows the efforts of the players

11.1.9. collectables display + icon (if applicable)

11.1.9.1. Shows the efforts of the players

11.2. Sound

11.2.1. BGM

11.2.2. next level button - mouse over sound fx

11.2.2.1. Next level button has its unique sound over the sound fx

11.2.3. next level button - hit sound fx

11.2.3.1. The sound fx of the level button occurs when it is being click on

11.3. Usability

11.3.1. buttons can be clearly seen

11.3.1.1. Allows the players to navigate easily

11.3.2. victory caption is positioned at point of focus (rules of third)

11.3.2.1. Helps the caption to be appropriately positioned

11.3.3. victory caption size occupies at least 1/5 of screen

11.3.3.1. Helps the caption to be clearly defined

11.3.4. caption contrasts from background

11.3.4.1. Enables the caption to stand out better

11.3.5. score display contrast from background (if appliacable)

11.3.5.1. Enables the score display to stand out better

11.3.6. collectables display + icon contrast from background (if applicable)

11.3.6.1. Enables the collectables display to stand out better

11.4. Functionality

11.4.1. restart level button

11.4.1.1. Allows players to play a particular level again from which they won

11.4.2. back to title button

11.4.2.1. Allows players to quit the game

12. Level Three

12.1. Visuals -Non-diegetic UI

12.1.1. new mechanics instructions

12.1.1.1. Able to be aware of new mechanics in the game

12.1.2. objectives instructions

12.1.2.1. Gets the players to know what is the point of the level

12.2. Usability

12.2.1. new mechanics instructions contrasts from all types of background

12.2.1.1. Allows the players to read the new mechnics instructions easily

12.2.2. objectives instructions contrasts from all types of background

12.2.2.1. Allows the players to read the objectives instructions easily

12.2.3. instructions are positioned to capture attention of player

12.2.3.1. Enable players to see their actions in the game as they are following the instructions

12.2.4. instructions are positioned to not obstruct gameplay

12.2.4.1. It is an important note for the players to take notice of

12.2.5. 2 types of fonts or less used

12.2.5.1. Gives better clarity

12.3. Functionality

12.3.1. background later 1 scrolling

12.3.1.1. Allows the game to have a transition from one location to another

12.3.2. background later 2 scrolling

12.3.2.1. Allows the game to have a transition from one location to another

12.3.3. gameplay level - ground scrolling

12.3.3.1. Allows the game to have a transition from one location to another

12.3.4. gameplay level - platform scrolling

12.3.4.1. Allows the game to have a transition from one location to another

12.3.5. enemy A.I. movement is present

12.3.5.1. Allows the game to respond to the player

12.3.6. enemy A.I. attack is present

12.3.6.1. Allows the game to respond to the player

12.3.7. enemy A.I. action is present

12.3.7.1. Allows the game to respond to the player

12.4. Sound

12.4.1. BGM

12.4.1.1. Improves the quality of the game

12.4.2. enemy attack sound fx

12.4.2.1. Let the players know that the enemy is attacking

12.4.3. enemy attack hit character sound fx

12.4.3.1. Let the players know that they are hit

12.4.4. character collects collectables sound fx

12.4.4.1. Lets the players to know that they collected something

12.5. Visuals - game

12.5.1. enemy asset(s) - idle state + animation

12.5.1.1. Gets the players to be aware that the enemy is in an idle state

12.5.2. enemy asset(s) - walk state + animation

12.5.2.1. Gets the players to be aware that the enemy is in a walking state

12.5.3. enemy asset(s) - jump state + animation

12.5.3.1. Gets the players to be aware that the enemy is in a jump state

12.5.4. enemy asset(s) - damage state + animation

12.5.4.1. Gets the players to be aware that the enemy is in a damaged state

12.5.5. enemy asset(s) - dying state + animation

12.5.5.1. Gets the players to be aware that the enemy is in a dying state

12.5.6. enemy asset(s) - status effect state(s) + animation(s)

12.5.6.1. Gets the players to be aware that the status of the enemy is affected

12.5.7. enemy asset(s) - damage special fx feedback animation

12.5.7.1. Gets the players to be aware that the enemy is in a damaged state

12.5.8. enemy asset(s) - attack special fx feedback animation

12.5.8.1. Gets the players to be aware that the enemy has attacked the player

12.5.9. obstacles assets

12.5.9.1. Creates challenges in the game

12.5.10. background layer 1 graphics

12.5.10.1. Sets the design for the location that the character is in

12.5.11. background layer 2 graphics

12.5.11.1. Sets the design for the location that the character is in

12.5.12. gameplay level - ground graphics

12.5.12.1. Allows the player's character to move on a solid ground

12.5.13. gameplay level - platform graphics

12.5.13.1. Sets the resolution for the game

12.6. Design

12.6.1. level layout

12.6.1.1. Location for the levels

12.6.2. enemies placement inlevel

12.6.2.1. To give a challenge to the players

12.6.3. collectables placement in level

12.6.3.1. To reward the players

12.6.4. obstacles placement

12.6.4.1. To give a challenge to the players

12.6.5. progressive difficulty

12.6.5.1. To give a challenge to the players

12.6.6. placement balance

12.6.6.1. To prevent the game from being one sided

12.6.7. introduction on mechanics extension/ new mechanics

12.6.7.1. Creates a dynamic outcome in the levels

12.6.8. theme consistency

12.6.8.1. Allows the game to stay true to its story