Functions of a Game

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Rocket clouds
Functions of a Game by Mind Map: Functions of a Game

1. Title screen

1.1. Visuals

1.1.1. 1. Enter screen transitions animation

1.1.1.1. Title Screen animation lasts 6seconds

1.1.2. 2. Game Logo Graphics

1.1.2.1. Game logo shows after the transition of introduction screen to title screen.

1.1.3. 3. Start game button - Neutral state

1.1.3.1. Button doesn't pop out and blends well with the background

1.1.4. 4. Start Game Button - Mouse over state

1.1.4.1. Mouse is hovering around the button and the button pops out and is easily visible to player

1.1.5. 5. Start Game button - hit state + animation

1.1.5.1. Button pushed back then out after click and screen transitions to game animation/story

1.1.6. 6. Options button - neutral state(if applicable)

1.1.6.1. Button doesn't pop out and blends well with the background

1.1.7. 7. Options button - mouse over state(if applicable)

1.1.7.1. Mouse is hovering around the button and the button pops out and is easily visible to player

1.1.8. 8. Options button - hit state + animation(if applicable)

1.1.8.1. Button pushed back then out after click and screen transitions to settings/options screen

1.1.9. 9. Credits button - neutral state(if applicable)

1.1.9.1. Button doesn't pop out and blends well with the background

1.1.10. 10. Credits button - mouse over state(if applicable)

1.1.10.1. Mouse is hovering around the button and the button pops out and is easily visible to player

1.1.11. 11. Credits button - hit state + animation(if applicable)

1.1.11.1. Button pushed back then out after click and screen transitions to credits animation

1.1.12. 12. Copyright statement

1.1.12.1. always shows at the lower right hand corner of the title screen

1.1.13. 13. Background Graphics

1.1.13.1. Animation at the background during the title screen, last for 10 seconds and loops if idle.

1.1.14. 14. Exit Screen Transition animation

1.1.14.1. Title screen slowly fades out in 2 seconds into black screen before fading in in 2 seconds into respective screens.

1.2. Sound

1.2.1. 1. BGM

1.2.1.1. Slowly progress from soft to medium volume when entering title screen. Correct music for background

1.2.2. 2. Start game button - mouse over sound fx

1.2.2.1. pop sound when mouse hovers over button

1.2.3. 3. start game button - hit sound fx

1.2.3.1. click sound when mouse hits the button

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

1.2.4.1. pop sound when mouse hovers over button

1.2.5. 5. options button - hit sound fx(if applicable)

1.2.5.1. click sound when mouse hits the button

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

1.2.6.1. pop sound when mouse hovers over button

1.2.7. 7. credits button - hit sound fx(if applicable)

1.2.7.1. click sound when mouse hits the button

1.3. Usability

1.3.1. 1. Buttons can be clearly seen

1.3.1.1. Buttons will be inked and pops out showing 3D effect

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

1.3.2.1. Logo is placed at the middle column of the screen with other buttons below it

1.3.3. 3. Logo size occupies at least 1/4 of screen

1.3.3.1. Logo consumes 1/4 of screen showing clearly

1.3.4. 4. Logo contrasts from Background

1.3.4.1. Added shadows and colour contrasts to differentiate it from background

1.4. Functionality

1.4.1. 1. Start game button

1.4.1.1. clicks and transitions to gameplay screen

1.4.2. 2. Options button(if applicable)

1.4.2.1. clicks and enters settings/option screen

1.4.3. 3. Credits button(if applicable)

1.4.3.1. Clicks and transitions into credits screen

2. Credit screen

2.1. Visuals

2.1.1. 1. Enter screen transition animation

2.1.1.1. Fade into credit screen in 2 seconds and credit screen animation last 6 seconds

2.1.2. 2. Names and roles display

2.1.2.1. 3 names and their respective roles show up per screen transitions and each transition last 4 seconds

2.1.3. 3. source credit display

2.1.3.1. Each transitions last 3 seconds

2.1.4. 4. back button - neutral state

2.1.4.1. Button doesn't pop out and blends well with background

2.1.5. 5. back button - mouse over state

2.1.5.1. Mouse is hovering around the button and the button pops out and is easily visible to player

2.1.6. 6. back button - hit state + animation

2.1.6.1. Button pushed back then out after click and screen transitions to title screen

2.1.7. 7. Background graphics

2.1.7.1. Colour compliments the game but colour tone down to a darker shade, allowing the display visuals to stand out

2.1.8. 8. Exit screen transition animation

2.1.8.1. Fade out in 3 seconds and fade into title screen in 2 seconds

2.2. Sound

2.2.1. 1. BGM

2.2.1.1. Depending on type of game, tempo and rhythm follow the beat of the game. Volume is tone down to be able to compliment the credit screen

2.2.2. 2. Back button - mouse over sound fx

2.2.2.1. pop sound when mouse hovers over button

2.2.3. 3. back button - hits sound fx

2.2.3.1. click sound when mouse hits the button

2.3. Usability

2.3.1. 1. Back button can be clearly seen

2.3.1.1. Back button can be clearly seen at the lower right hand corner of screen that clearly shows that its a button

2.3.2. 2. Back button position at the lower right/left of the screen

2.3.2.1. Back button position at the lower right of the screen

2.4. Functionality

2.4.1. 1. back button

2.4.1.1. Click and return to the previous transition

3. Diegetic: Interface that is included in the game world -- i.e., it can be seen and heard by the game characters. Example: the holographic interface in Dead Space. Non-diegetic: Interface that is rendered outside the game world, only visible and audible to the players in the real world. Example: most classic heads-up display (HUD) elements. Spatial:  UI elements presented in the game's 3D space with or without being an entity of the actual game world (diegetic or non-diegetic). The character outlines in Left 4 Dead are an example of non-diegetic spatial UI. Meta: Representations can exist in the game world, but aren't necessarily visualized spatially for the player; these are meta representations. The most apparent example is effects rendered on the screen, such as blood spatter on the camera to indicate damage.

4. var collectableitem = item that can be collected.

5. var charactercontrol = character can be controlled

6. var obstacle = character cannot pass, being obstructed by obstacle

7. Gameplay Screen

7.1. Gameplay Screen

7.1.1. Visuals

7.1.1.1. Non diegetic UI

7.1.1.1.1. 1. HP bar/icons

7.1.1.1.2. 2. HP bar/icons decrease feedback animation

7.1.1.1.3. 3. HP bar/icons increase feedback animation

7.1.1.1.4. 4. Skill/MP bar

7.1.1.1.5. 5. Skill/MP bar decrease feedback animation

7.1.1.1.6. 6. Skill/MP bar increase feedback animation

7.1.1.1.7. 7. Switch skills icons

7.1.1.1.8. 8. Score display

7.1.1.1.9. 9. Money credits display + icon

7.1.1.1.10. 10. Collectables display + icon

7.1.1.1.11. 11. Obtain collectables feedback animation

7.1.1.2. Spatial UI

7.1.1.2.1. 1. Character damage number display + animation

7.1.1.2.2. 2. Enemy damage number display + animation

7.1.1.2.3. 3. character emotions icons

7.1.2. Usability

7.1.2.1. 1. hp bar/icons contrast from all types of background

7.1.2.2. 2. skill/mp bar contrast from all types of background

7.1.2.3. 3. hp bar/icons + skill/mp bar height is about 1/5 of screen

7.1.2.4. 4. hp bar/icons+ skill/mp bar width is about 1/3 screen

7.1.2.5. 5. switch skill icons contrast from all types of background

7.1.2.6. 6. score display contrast from all types of background

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

7.1.2.8. 8. collectables display + icon contrast from all types of background

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

7.1.2.10. 10. UI is layout with consideration user reading over

7.1.2.11. 11. damage number display contrasts from all types of background

7.1.3. Functionality

7.1.3.1. 1. hp bar/icon will increase/decrease with gameplay

7.1.3.1.1. the longer the user plays the character, the character health will increase as it levels/evolves not considering taking damage/dying/special characters.

7.1.3.2. 2. skill/mp bar will increase/decrease with gameplay

7.1.3.2.1. the longer the user plays the character, the character skill/mp will increase as it levels/evolves not considering using skills/dying/special characters.

7.1.3.3. 3. skill icons can be switched/toggled

7.1.3.3.1. Skills icon can be toggled/switched/press on to activate the skill ( unless in cooldown )

7.1.3.4. 4. score display updates with gameplay

7.1.3.4.1. Display the score differences/updates as the game progresses

7.1.3.5. 5. money credits display updates with gameplay

7.1.3.5.1. Display the amount of credit the user has on the character with differences/updates as the game progresses

7.1.3.6. 6. collectables display updates with gameplay

7.1.3.6.1. Display the amount of collectables the user has on the character with differences/updates as the game progresses

7.1.4. In Game general

7.1.4.1. Design

7.1.4.1.1. 1. level 1 layout

7.1.4.1.2. 2. level 2 layout

7.1.4.1.3. 3. level 3 layout

7.1.4.1.4. 4. level 1 enemies placement

7.1.4.1.5. 5. level 2 enemies placement

7.1.4.1.6. 6. level 3 enemies placement

7.1.4.2. Visuals

7.1.4.2.1. In game

7.1.4.3. Usability

7.1.4.3.1. 1. character is centralised in the middle column

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

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

7.1.4.3.4. 4. character invincibility last 3 seconds

7.1.4.4. Functionality

7.1.4.4.1. 1. movement and action correspond to correct keys

7.1.4.4.2. 2. character hp decreases according to damage figure when hit

7.1.4.5. Sound

7.1.4.5.1. 1. BGM

7.1.4.5.2. 2. character attack sound fx

7.1.4.5.3. 3. character attack hit enemy sound fx

7.1.4.5.4. 4. character collects collectables sound fx

7.1.4.5.5. 5. character heals sound fx

7.2. Level one tutorial

7.2.1. visuals

7.2.1.1. non diegetic ui

7.2.1.1.1. 1. movement instructions

7.2.1.1.2. 2. movement keys icons

7.2.1.1.3. 3. action/attack instructions

7.2.1.1.4. 4. action/attack keys icons

7.2.1.1.5. 5. objectives instructions

7.2.1.2. game

7.2.1.2.1. 1. enemy asset(s) - idle state + animations

7.2.1.2.2. 2. enemy asset(s) - walk/run state + animation

7.2.1.2.3. 3. enemy asset(s) - jump state + animation

7.2.1.2.4. 4. enemy asset(s) - fall state + animation

7.2.1.2.5. 5. enemy asset(s) - damage state + animation

7.2.1.2.6. 6. enemy asset(s) - dying state + animation

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

7.2.1.2.8. 15. enemy asset - attack state + animation

7.2.1.2.9. 10. obstacles assets

7.2.1.2.10. 11. background layer 1 graphics

7.2.1.2.11. 12. background layer 2 graphics

7.2.1.2.12. 13. gameplay level - ground graphics

7.2.1.2.13. 14. gameplay level - platform graphics

7.2.2. usability

7.2.2.1. 1. movement instructions contrasts from all types of background

7.2.2.2. 2. movement keys icons contrasts from all types of background

7.2.2.3. 3. action/attack instructions contrasts from all types of background

7.2.2.4. 4. action/attack icons contrasts from all types of background

7.2.2.5. 5. objectives instructions contrasts from all types of background

7.2.2.6. 6. instructions are positioned to capture attention of player

7.2.2.7. 7. instructions are positioned to not obstruct gameplay

7.2.2.8. 8. 2 types of fonts or less are used

7.2.3. design

7.2.3.1. 1. level layout

7.2.3.1.1. Simple and easy, beautiful background

7.2.3.2. 2. enemies placement in level

7.2.3.2.1. Easy and not aggressive travel in groups

7.2.3.3. 3. collectables placement in level

7.2.3.3.1. depend on character level, if character level is lower than enemy level in the area, collectable drops would be more in value

7.2.3.4. 4. obstacles placement

7.2.3.4.1. obstacles would be placed down to block the character from moving into a area that is too difficult. this is to prevent free leashing of experience or use of external help(hacks)

7.2.3.5. 5. progressive difficulty

7.2.3.5.1. As game progresses and character comes stronger, monsters and environment would scale to the nearest tens in level with the character.

7.2.3.6. 6. placement balance

7.2.3.6.1. Monsters and items would scale according to the level of the character

7.2.3.7. 7. introduction on new mechanics

7.2.3.7.1. Different kind of skill set would be introduce and amount of special effects will increases as game progresses

7.2.3.8. 8. theme consistency

7.2.3.8.1. Goes according to the beat and build of the overall game, eg, theme for vampire hunters would be based on vampire hunting

7.2.4. sound

7.2.4.1. 1. BGM

7.2.4.1.1. Correct BGM for the different environment and fights. music changes as game progresses

7.2.4.2. 2. enemy attack sound fx

7.2.4.2.1. when enemy attack, enemy gives off battle cry

7.2.4.3. 3. enemy attack hit character sound fx

7.2.4.3.1. when enemy hits character is true, slashing/hitting sound is true

7.2.4.4. 4. character collects collectables sound fx

7.2.4.4.1. When collectables are collected, collecting sound is true

7.2.5. functionality

7.2.5.1. 1. background layer 1 scrolling

7.2.5.2. 2. background layer 2 scrolling

7.2.5.3. 3. gameplay level - ground scrolling

7.2.5.4. 4. gameplay level - platform scrolling

7.2.5.5. 5. enemy A.I. movement is present

7.2.5.6. 6. enemy A.I. attack is present

7.2.5.7. 7. enemy A.I. action is present

7.3. Level two tutorial

7.3.1. visuals

7.3.1.1. non diegetic ui

7.3.1.1.1. 1. movement instructions

7.3.1.1.2. 2. movement keys icons

7.3.1.1.3. 3. action/attack instructions

7.3.1.1.4. 4. action/attack keys icons

7.3.1.1.5. 5. objectives instructions

7.3.1.2. game

7.3.1.2.1. 1. enemy asset(s) - idle state + animations

7.3.1.2.2. 2. enemy asset(s) - walk/run state + animation

7.3.1.2.3. 3. enemy asset(s) - jump state + animation

7.3.1.2.4. 4. enemy asset(s) - fall state + animation

7.3.1.2.5. 5. enemy asset(s) - damage state + animation

7.3.1.2.6. 6. enemy asset(s) - dying state + animation

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

7.3.1.2.8. 15. enemy asset - attack state + animation

7.3.1.2.9. 10. obstacles assets

7.3.1.2.10. 11. background layer 1 graphics

7.3.1.2.11. 12. background layer 2 graphics

7.3.1.2.12. 13. gameplay level - ground graphics

7.3.1.2.13. 14. gameplay level - platform graphics

7.3.2. usability

7.3.2.1. 1. movement instructions contrasts from all types of background

7.3.2.2. 2. movement keys icons contrasts from all types of background

7.3.2.3. 3. action/attack instructions contrasts from all types of background

7.3.2.4. 4. action/attack icons contrasts from all types of background

7.3.2.5. 5. objectives instructions contrasts from all types of background

7.3.2.6. 6. instructions are positioned to capture attention of player

7.3.2.7. 7. instructions are positioned to not obstruct gameplay

7.3.2.8. 8. 2 types of fonts or less are used

7.3.3. design

7.3.3.1. 1. level layout

7.3.3.1.1. Simple and easy, beautiful background

7.3.3.2. 2. enemies placement in level

7.3.3.2.1. Easy and not aggressive travel in groups

7.3.3.3. 3. collectables placement in level

7.3.3.3.1. depend on character level, if character level is lower than enemy level in the area, collectable drops would be more in value

7.3.3.4. 4. obstacles placement

7.3.3.4.1. obstacles would be placed down to block the character from moving into a area that is too difficult. this is to prevent free leashing of experience or use of external help(hacks)

7.3.3.5. 5. progressive difficulty

7.3.3.5.1. As game progresses and character comes stronger, monsters and environment would scale to the nearest tens in level with the character.

7.3.3.6. 6. placement balance

7.3.3.6.1. Monsters and items would scale according to the level of the character

7.3.3.7. 7. introduction on new mechanics

7.3.3.7.1. Different kind of skill set would be introduce and amount of special effects will increases as game progresses

7.3.3.8. 8. theme consistency

7.3.3.8.1. Goes according to the beat and build of the overall game, eg, theme for vampire hunters would be based on vampire hunting

7.3.4. sound

7.3.4.1. 1. BGM

7.3.4.1.1. Correct BGM for the different environment and fights. music changes as game progresses

7.3.4.2. 2. enemy attack sound fx

7.3.4.2.1. when enemy attack, enemy gives off battle cry

7.3.4.3. 3. enemy attack hit character sound fx

7.3.4.3.1. when enemy hits character is true, slashing/hitting sound is true

7.3.4.4. 4. character collects collectables sound fx

7.3.4.4.1. When collectables are collected, collecting sound is true

7.3.5. functionality

7.3.5.1. 1. background layer 1 scrolling

7.3.5.2. 2. background layer 2 scrolling

7.3.5.3. 3. gameplay level - ground scrolling

7.3.5.4. 4. gameplay level - platform scrolling

7.3.5.5. 5. enemy A.I. movement is present

7.3.5.6. 6. enemy A.I. attack is present

7.3.5.7. 7. enemy A.I. action is present

7.4. Level three tutorial

7.4.1. visuals

7.4.1.1. non diegetic ui

7.4.1.1.1. 1. movement instructions

7.4.1.1.2. 2. movement keys icons

7.4.1.1.3. 3. action/attack instructions

7.4.1.1.4. 4. action/attack keys icons

7.4.1.1.5. 5. objectives instructions

7.4.1.2. game

7.4.1.2.1. 1. enemy asset(s) - idle state + animations

7.4.1.2.2. 2. enemy asset(s) - walk/run state + animation

7.4.1.2.3. 3. enemy asset(s) - jump state + animation

7.4.1.2.4. 4. enemy asset(s) - fall state + animation

7.4.1.2.5. 5. enemy asset(s) - damage state + animation

7.4.1.2.6. 6. enemy asset(s) - dying state + animation

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

7.4.1.2.8. 15. enemy asset - attack state + animation

7.4.1.2.9. 10. obstacles assets

7.4.1.2.10. 11. background layer 1 graphics

7.4.1.2.11. 12. background layer 2 graphics

7.4.1.2.12. 13. gameplay level - ground graphics

7.4.1.2.13. 14. gameplay level - platform graphics

7.4.2. usability

7.4.2.1. 1. movement instructions contrasts from all types of background

7.4.2.2. 2. movement keys icons contrasts from all types of background

7.4.2.3. 3. action/attack instructions contrasts from all types of background

7.4.2.4. 4. action/attack icons contrasts from all types of background

7.4.2.5. 5. objectives instructions contrasts from all types of background

7.4.2.6. 6. instructions are positioned to capture attention of player

7.4.2.7. 7. instructions are positioned to not obstruct gameplay

7.4.2.8. 8. 2 types of fonts or less are used

7.4.3. design

7.4.3.1. 1. level layout

7.4.3.1.1. Simple and easy, beautiful background

7.4.3.2. 2. enemies placement in level

7.4.3.2.1. Easy and not aggressive travel in groups

7.4.3.3. 3. collectables placement in level

7.4.3.3.1. depend on character level, if character level is lower than enemy level in the area, collectable drops would be more in value

7.4.3.4. 4. obstacles placement

7.4.3.4.1. obstacles would be placed down to block the character from moving into a area that is too difficult. this is to prevent free leashing of experience or use of external help(hacks)

7.4.3.5. 5. progressive difficulty

7.4.3.5.1. As game progresses and character comes stronger, monsters and environment would scale to the nearest tens in level with the character.

7.4.3.6. 6. placement balance

7.4.3.6.1. Monsters and items would scale according to the level of the character

7.4.3.7. 7. introduction on new mechanics

7.4.3.7.1. Different kind of skill set would be introduce and amount of special effects will increases as game progresses

7.4.3.8. 8. theme consistency

7.4.3.8.1. Goes according to the beat and build of the overall game, eg, theme for vampire hunters would be based on vampire hunting

7.4.4. sound

7.4.4.1. 1. BGM

7.4.4.1.1. Correct BGM for the different environment and fights. music changes as game progresses

7.4.4.2. 2. enemy attack sound fx

7.4.4.2.1. when enemy attack, enemy gives off battle cry

7.4.4.3. 3. enemy attack hit character sound fx

7.4.4.3.1. when enemy hits character is true, slashing/hitting sound is true

7.4.4.4. 4. character collects collectables sound fx

7.4.4.4.1. When collectables are collected, collecting sound is true

7.4.5. functionality

7.4.5.1. 1. background layer 1 scrolling

7.4.5.2. 2. background layer 2 scrolling

7.4.5.3. 3. gameplay level - ground scrolling

7.4.5.4. 4. gameplay level - platform scrolling

7.4.5.5. 5. enemy A.I. movement is present

7.4.5.6. 6. enemy A.I. attack is present

7.4.5.7. 7. enemy A.I. action is present

7.5. Pause screen

7.5.1. Visuals - UI

7.5.1.1. 1. darken screen

7.5.1.1.1. background darken

7.5.1.2. 2. pause caption

7.5.1.2.1. When pause button is pressed, pause caption will show

7.5.1.3. 3. instructions to unpause

7.5.1.3.1. When pause screen is shown instructions to unpaused will be shown in the pause screen

7.5.2. Usability

7.5.2.1. 1. pause caption can be clearly seen

7.5.2.2. 2. instructions can be clearly seen

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

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

7.5.2.5. 5. caption contrasts from background

7.5.3. Functionality

7.5.3.1. 1. unpaused key

7.5.3.1.1. When unpaused key is pressed/click, game unpauses

7.6. Gameover screen

7.6.1. Visuals

7.6.1.1. 1. transition to screen animation

7.6.1.1.1. Gameplay screen transition to gameover screen after dying.

7.6.1.2. 2. game over caption

7.6.1.2.1. when game over icon is shown, game over caption will show

7.6.1.3. 3. restart level button - neutral state

7.6.1.3.1. Button doesn't pop out and blends well with the background

7.6.1.4. 4. restart level button - mouse over state

7.6.1.4.1. Mouse is hovering around the button and the button pops out and is easily visible to player

7.6.1.5. 5. restart level button - hit state + animation

7.6.1.5.1. Button pushed back then out after click and screen transitions to last check point

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

7.6.1.6.1. Button doesn't pop out and blends well with the background

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

7.6.1.7.1. Mouse is hovering around the button and the button pops out and is easily visible to player

7.6.1.8. 8. back to title button - hit state + animation (if applicable)

7.6.1.8.1. Button pushed back then out after click and screen transitions to title screen

7.6.1.9. 9. background graphics

7.6.1.9.1. background graphics darkens and zooms in on death

7.6.1.10. 10. exit screen transition animation

7.6.1.10.1. Game over screen lasts 5 seconds and transitions to title screen

7.6.2. sounds

7.6.2.1. 1. BGM (non loop)

7.6.2.1.1. Sad/Scary song would be played at the moment of death to the transition of game over screen.

7.6.2.2. 2. restart level button - mouse over sound fx

7.6.2.2.1. pop sound when mouse hovers over button

7.6.2.3. 3. restart level - hit sound fx

7.6.2.3.1. click sound when mouse hits the button

7.6.2.4. 4. back to title button - mouse over sound fx (if applicable)

7.6.2.4.1. pop sound when mouse hovers over button

7.6.2.5. 5. back to title button - hit sound fx (if applicable)

7.6.2.5.1. click sound when mouse hits the button

7.6.3. usability

7.6.3.1. 1. buttons can be clearly seen

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

7.6.3.3. 3. gameover caption size occupies at least 1/5 of screen

7.6.3.4. 4. caption contrasts from background

7.6.4. functionality

7.6.4.1. 1. restart level button

7.6.4.1.1. When restart level button is clicked, level restarts

7.6.4.2. 2. back to title button

7.6.4.2.1. When back to title button is clicked, screen transitions back to title screen

7.7. Victory screen

7.7.1. Visuals

7.7.1.1. 1. transition to screen animation

7.7.1.1.1. Gameplay screen transition to victory screen after victory

7.7.1.2. 2. victory caption

7.7.1.2.1. after Victory screen is shows, victory caption shows

7.7.1.3. 3. next level button - neutral state

7.7.1.3.1. Button doesn't pop out and blends well with the background

7.7.1.4. 4. next level button - mouse over state

7.7.1.4.1. Mouse is hovering around the button and the button pops out and is easily visible to player

7.7.1.5. 5. next level button - hit state + animation

7.7.1.5.1. Button pushed back then out after click and screen transitions to next level

7.7.1.6. 6. background graphics

7.7.1.6.1. Background graphics is light positive

7.7.1.7. 7. exit screen transition animation

7.7.1.7.1. Victory screen last for 5 seconds and transition to next level

7.7.1.8. 8. score display (if applicable)

7.7.1.8.1. Score display after Victory screen animation ended

7.7.1.9. 9. collectables display + icon (if applicable)

7.7.1.9.1. shows the amount of collectables user has collected during the start till then of gameplay

7.7.2. Sound

7.7.2.1. 1. BGM

7.7.2.1.1. Music of winners

7.7.2.2. 2. next level button - mouse over sound fx

7.7.2.2.1. pop sound when mouse hovers over button

7.7.2.3. 3. next level button - hit sound fx

7.7.2.3.1. click sound when mouse hits the button

7.7.3. usability

7.7.3.1. 1. buttons can be clearly seen

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

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

7.7.3.4. 4. caption contrasts from background

7.7.3.5. 5. score display contrast from background (if applicable)

7.7.4. functionality

7.7.4.1. 1. Next/restart level button

7.7.4.1.1. When next/restart level button is clicked, game transitions according.

7.7.4.2. 2. back to title button

7.7.4.2.1. When back to title button is clicked, screen transitions to title screen

8. Introduction screen

8.1. Visuals

8.1.1. 1. studio logo animation (5seconds)

8.1.1.1. After 5 seconds studio logo animation turns to title screen

8.1.2. 2. skip studio animation button - neutral state

8.1.2.1. button doesn't pop out and blends well with background

8.1.3. 3. skip studio animation button - mouse over state

8.1.3.1. mouse is hovering around the button and the button pops out and is easily visible to player

8.2. Usability

8.2.1. 1. logo contrast well with background

8.3. Functionality

8.3.1. 1. skip studio animation

8.3.1.1. clicks and skips to title screen

9. Sub stat properly branch out. A lot of things are supposedly in game so don't push them out independently

10. example, idling and walking cannot coexist with each other at the same time. so it is a sub stat.

11. Do adjustments by this week sunday 21/8/2016