1. if character does not move for a standard amount of time, character idle animation plays.
2. if character health reaches 0 hp, character death animation plays
3. if jump animation finish playing, fall animation plays
3.1. if attack button is pressed during fall, air attack animation plays, after air animation finish playing, fall animation continues playing.
4. Gameplay screen
4.1. Visuals
4.1.1. Non-diegetic UI
4.1.1.1. Hp bar/ icons
4.1.1.1.1. feedback animation
4.1.1.2. SKILL/ MP bar
4.1.1.2.1. feedback animation
4.1.1.3. switch skill icons
4.1.1.4. score display
4.1.1.5. money credits
4.1.1.5.1. display
4.1.1.5.2. icon
4.1.1.6. collectables
4.1.1.6.1. display
4.1.1.6.2. icon
4.1.1.7. obtained collectibles feedback animation
4.1.2. Spatial UI
4.1.2.1. character damage
4.1.2.1.1. number display
4.1.2.1.2. animation
4.1.2.2. enemy damage
4.1.2.2.1. number display
4.1.2.2.2. animation
4.1.2.3. character emotion icons
4.2. Usability
4.2.1. contrasts from all typess of backgrounds
4.2.1.1. HP bar/ icons
4.2.1.1.1. contrasts from all types of background
4.2.1.1.2. height is about 1/5 of the screen
4.2.1.2. SKILL/ MP bar
4.2.1.2.1. contrasts from all types of background
4.2.1.2.2. height is about 1/5 of the screen
4.2.1.3. switch skill
4.2.1.4. score display
4.2.1.5. money credits display & icons
4.2.1.6. collectibles display & icons
4.2.1.7. damage number display
4.2.2. UI layout
4.2.2.1. with reference to (the rule of thirds/ golden ratio)
4.2.2.2. with consideration of user (reading order)
4.3. Functionality
4.3.1. HP bar/ icon increase/decrease with gameplay
4.3.2. SKILL / MP will increase/ decrease with gamplay
4.3.3. skill icons can be switched/toggles
4.3.4. score display updates with gameplay
4.3.5. money credits display updates with gameplay
4.3.6. collectibles updates with gameplay
4.4. In-game Genral
4.4.1. Design
4.4.1.1. layout
4.4.1.1.1. level 1
4.4.1.1.2. level 2
4.4.1.1.3. level 3
4.4.1.2. enemies placement
4.4.1.2.1. level 1
4.4.1.2.2. level 2
4.4.1.2.3. level 3
4.4.2. Visuals
4.4.2.1. Character
4.4.2.1.1. start stage animation
4.4.2.1.2. idle
4.4.2.1.3. walk
4.4.2.1.4. jump
4.4.2.1.5. fall
4.4.2.1.6. attack
4.4.2.1.7. air attack
4.4.2.1.8. damage special
4.4.2.1.9. walk special
4.4.2.1.10. attack special
4.4.2.1.11. fall special
4.4.2.1.12. invincibility
4.4.2.1.13. collectables graphics
4.4.2.1.14. collectables state special
4.4.2.1.15. character collects collectibles special
4.4.3. Usablility
4.4.3.1. character is centralised in the middle column
4.4.3.2. character is position along the lower line in the rules of third
4.4.3.3. there is sufficent spcae on the sides of the player to see enemies/obstacles
4.4.3.4. character invisibility lasts 3secs
4.4.4. Functionality
4.4.4.1. movement and action corresponds to the correct keys
4.4.4.2. character hp decreases according to damage figure when hit
4.4.5. Sound
4.4.5.1. BGM
4.4.5.2. character
4.4.5.2.1. attack fx
4.4.5.2.2. hit enemy fx
4.4.5.2.3. collects collectibles
4.4.5.2.4. heal fx
5. if increase in Hp bar/ icon = true; 'increase feedback animation' plays
6. if decrease in Hp bar/ icon = true; 'decrease feedback animation' plays
7. if collectibles obtained = true; 'obtained collectibles animation' plays
8. if switch skill = true; skill icon switches
9. if increase in SKILL/ MP bar = true; 'increase feedback animation' plays
10. if decrease in SKILL/ MP bar = true; 'decrease feedback animation' plays
11. if character damage = true; there will be number display and animation
12. if characterenemy damage = true; there will be number display and animation
13. Level One - Tutorial
13.1. Visuals
13.1.1. Non-diegetic UI
13.1.1.1. movement instructions
13.1.1.2. movement key icons
13.1.1.3. action / attack instructions
13.1.1.4. action / attack keys icons
13.1.1.5. objectives instructions
13.1.2. Game
13.1.2.1. character
13.1.2.1.1. special attack
13.1.2.2. enemy
13.1.2.2.1. idle
13.1.2.2.2. walk
13.1.2.2.3. jump
13.1.2.2.4. fall
13.1.2.2.5. damage
13.1.2.2.6. dying
13.1.2.2.7. status effect state
13.1.2.2.8. damage special
13.1.2.3. obstacales
13.1.2.4. background
13.1.2.4.1. graphics
13.1.2.5. gameplay level
13.1.2.5.1. graphics
13.2. Usability
13.2.1. contrasts from all types of background
13.2.1.1. movement instruction
13.2.1.2. movement keys icons
13.2.1.3. action / attack instruction
13.2.1.4. action/ attack keys icons
13.2.1.5. objectives instruction
13.2.2. instructions are positioned to capture attention of player
13.2.3. instructions are positioned to not obstruct gameplay
13.3. Functionality
13.3.1. background layer 1 scrolling
13.3.2. background layer 2 scrolling
13.3.3. gameplay lvl ground scolling
13.3.4. gameplay lvl platform scrolling
13.3.5. enemy A.I. movement is present
13.3.6. enemy A.I attack is present
13.3.7. enemy A.I action is present
13.4. Sound
13.4.1. BGM
13.4.2. enemy attack fx
13.4.3. enemy attack hit character fx
13.4.4. character collects collectibles fx
13.5. Design
13.5.1. introduction to new mechanics
13.5.2. level layout
13.5.3. enemy placement
13.5.4. collectibles placement
13.5.5. obstacles placement
13.5.6. placement balance
13.5.7. theme consistency
13.5.8. progressive difficulty
14. Level Two
14.1. VIsuals
14.1.1. Non-diegetic UI
14.1.1.1. new mechanics instructions
14.1.1.2. objectives instructions
14.1.2. Game
14.1.2.1. character
14.1.2.1.1. special attack
14.1.2.2. enemy
14.1.2.2.1. idle
14.1.2.2.2. walk
14.1.2.2.3. jump
14.1.2.2.4. fall
14.1.2.2.5. damage
14.1.2.2.6. dying
14.1.2.2.7. status effect state
14.1.2.2.8. damage special
14.1.2.3. obstacales
14.1.2.4. background
14.1.2.4.1. graphics
14.1.2.5. gameplay level
14.1.2.5.1. graphics
14.2. Usability
14.2.1. contrasts from all types of background
14.2.1.1. new mechanics instrucions
14.2.1.2. objectives instructions
14.2.2. instructions are positioned to capture the attention of player
14.2.3. instructions are positioned not to obstruct gameplay
14.2.4. 2 types of fonts or less are used
14.3. Functionality
14.3.1. background layer 1 scrolling
14.3.2. background layer 2 scrolling
14.3.3. gameplay lvl ground scolling
14.3.4. gameplay lvl platform scrolling
14.3.5. enemy A.I. movement is present
14.3.6. enemy A.I attack is present
14.3.7. enemy A.I action is present
14.4. Sound
14.4.1. BGM
14.4.2. enemy attack fx
14.4.3. enemy attack hit character fx
14.4.4. character collects collectibles fx
14.5. Design
14.5.1. introduction to new mechanics/ mechanics extention
14.5.2. level layout
14.5.3. enemy placement
14.5.4. collectibles placement
14.5.5. obstacles placement
14.5.6. placement balance
14.5.7. theme consistency
14.5.8. progressive difficulty
15. Level Three
15.1. VIsuals
15.1.1. Non-diegetic UI
15.1.1.1. new mechanics instructions
15.1.1.2. objectives instructions
15.1.2. Game
15.1.2.1. character
15.1.2.1.1. special attack
15.1.2.2. enemy
15.1.2.2.1. idle
15.1.2.2.2. walk
15.1.2.2.3. jump
15.1.2.2.4. fall
15.1.2.2.5. damage
15.1.2.2.6. dying
15.1.2.2.7. status effect state
15.1.2.2.8. damage special
15.1.2.3. obstacales
15.1.2.4. background
15.1.2.4.1. graphics
15.1.2.5. gameplay level
15.1.2.5.1. graphics
15.2. Usability
15.2.1. contrasts from all types of background
15.2.1.1. new mechanics instrucions
15.2.1.2. objectives instructions
15.2.2. instructions are positioned to capture the attention of player
15.2.3. instructions are positioned not to obstruct gameplay
15.2.4. 2 types of fonts or less are used
15.3. Functionality
15.3.1. background layer 1 scrolling
15.3.2. background layer 2 scrolling
15.3.3. gameplay lvl ground scolling
15.3.4. gameplay lvl platform scrolling
15.3.5. enemy A.I. movement is present
15.3.6. enemy A.I attack is present
15.3.7. enemy A.I action is present
15.4. Sound
15.4.1. BGM
15.4.2. enemy attack fx
15.4.3. enemy attack hit character fx
15.4.4. character collects collectibles fx
15.5. Design
15.5.1. introduction to mechanics extention
15.5.2. level layout
15.5.3. enemy placement
15.5.4. collectibles placement
15.5.5. obstacles placement
15.5.6. placement balance
15.5.7. theme consistency
15.5.8. progressive difficulty
16. Game Over Screen
16.1. Visuals
16.1.1. transition to screen animation
16.1.2. game over caption
16.1.3. restart level button
16.1.3.1. neutral
16.1.3.2. mouse over
16.1.3.3. hit
16.1.3.3.1. animation
16.1.4. back to title button
16.1.4.1. neutral
16.1.4.2. mouse over
16.1.4.3. hit
16.1.4.3.1. animation
16.1.5. background graphics
16.1.6. exit screen transition animation
16.2. Usability
16.2.1. buttons can be clearly seen
16.2.2. gameover caption
16.2.2.1. at point of focus (rule of third)
16.2.2.2. size at least 1/5 of screen
16.2.2.3. contrasts from background
16.3. Functinality
16.3.1. restart level button
16.3.2. back to title button
16.4. Sound
16.4.1. BGM (non loop)
16.4.2. restart level button
16.4.2.1. mouse over fx
16.4.2.2. hit fx
16.4.3. back to title button
16.4.3.1. mouse over fx
16.4.3.2. hit fx
17. when there is idle, there is no walk
18. when invincibility happens, HP bar cannot decrease
18.1. invisibility=3secs
19. when collectible state is special, animation is attractive. also, character collects collectibles special.
20. when enemy hp 0, dying animation plays
21. cannot idle and walk at the same time
22. background layers all scroll together
23. enemy must be moving
24. when status is affected, status effect state animation plays
25. Intro screen
25.1. logo
25.1.1. Visuals
25.1.1.1. animation
25.1.1.1.1. skip button
25.1.2. Usability
25.1.2.1. must be visible
25.1.3. Functionality
25.1.3.1. skip studio animation button
26. if studio logo animation plays for more than 5 seconds, skip animation button appears
27. title screen
27.1. Visuals
27.1.1. start game button
27.1.1.1. neutral
27.1.1.2. mouse over
27.1.1.2.1. animation
27.1.1.3. hit state
27.1.1.3.1. animation
27.1.2. options button
27.1.2.1. neutral
27.1.2.2. mouse over
27.1.2.3. hit state
27.1.2.3.1. animation
27.1.3. credits button (if applicable)
27.1.3.1. neutral
27.1.3.2. mouse over
27.1.3.3. hit state
27.1.3.3.1. animation
27.1.4. copyright statment
27.1.5. background graphics
27.1.6. exit screen transition animation
27.2. Usability
27.2.1. buttons must be seen clearly
27.2.1.1. button fails its purpose if player cannot notice that it is a button
27.2.2. logo
27.2.2.1. at point of focus (rules of thirds))
27.2.2.2. contrasts from background
27.3. Functionality
27.3.1. start game button
27.3.2. options button (if applicable)
27.3.3. credits button (if applicable)
27.4. Sound
27.4.1. BGM
27.4.2. start game button
27.4.2.1. mouse over fx
27.4.2.2. hit fx
27.4.3. options button (if applicable)
27.4.3.1. mouse over fx
27.4.3.2. hit fx
27.4.4. credits button (if applicable)
27.4.4.1. mouse over fx
27.4.4.2. hit fx
28. if var start game button mouseover:Boolean = true; mouse over animation plays
29. if var start game button hit:Boolean = true; hit state animation plays
30. if options mouse over = true; mouse over animation plays
31. if options button hit = true; hit state animation plays
32. Credit screen
32.1. Visuals
32.1.1. enter screen animation
32.1.2. name and roles display
32.1.3. source credit display
32.1.4. back button
32.1.4.1. neutral
32.1.4.2. mouse over
32.1.4.3. hit state
32.1.4.3.1. animation
32.1.5. background graphics
32.1.6. exit screen animation
32.2. Usuablility
32.2.1. back button
32.2.1.1. must be clearly seen
32.2.1.2. at lower left/lower right
32.3. Functionality
32.3.1. back button
32.4. Sound
32.4.1. BGM
32.4.2. back button
32.4.2.1. mouse over fx
32.4.2.2. hit fx
33. mouse over may or may not have animation
34. if mouse over = true; mouse over (animation & fx) plays
35. if mouse over = true; mouse over fx plays
36. if hit = true; hit (animation & fx) plays
37. Pause Screen
37.1. Visuals
37.1.1. UI
37.1.1.1. darken screen
37.1.1.2. pause caption
37.1.1.3. instruction to unpause
37.2. usability
37.2.1. con be clearly seen
37.2.1.1. pause caption
37.2.1.2. instructions
37.2.2. pause caption
37.2.2.1. at point of focus (rules of third)
37.2.2.2. size at lease 1/6 of screen
37.2.2.3. contrasts from background
37.3. Functionality
37.3.1. unpause key
38. Victory Screen
38.1. Visuals
38.1.1. transition to screen animation
38.1.2. victory caption
38.1.3. next level button
38.1.3.1. neutral
38.1.3.2. mouse over
38.1.3.3. hit
38.1.3.3.1. animation
38.1.4. background graphics
38.1.5. exit screen transition animation
38.1.6. Score display (if appicable)
38.1.7. collectibles display & icon (if applicable)
38.2. Usability
38.2.1. buttons can be clearly seen
38.2.2. contrasts from background
38.2.2.1. victory caption
38.2.2.1.1. size at least 1/5 of screen
38.2.2.1.2. at point of focus (rule of third)
38.2.2.2. score display (if applicable)
38.2.2.3. collectibles display & icon (if applicable)
38.3. Sound
38.3.1. BGM
38.3.2. next level button
38.3.2.1. mouse over fx
38.3.2.2. hit fx
38.4. Functionality
38.4.1. restart level button
38.4.2. back to title button