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Rocket clouds
1623466 by Mind Map: 1623466

1. Intro screen

1.1. logo

1.1.1. Visuals

1.1.1.1. animation

1.1.1.1.1. skip button

1.1.2. Usability

1.1.2.1. must be visible

1.1.3. Functionality

1.1.3.1. skip studio animation button

2. if studio logo animation plays for more than 5 seconds, skip animation button appears

3. if character does not move for a standard amount of time, character idle animation plays.

4. if character health reaches 0 hp, character death animation plays

5. if jump animation finish playing, fall animation plays

5.1. if attack button is pressed during fall, air attack animation plays, after air animation finish playing, fall animation continues playing.

6. title screen

6.1. Visuals

6.1.1. start game button

6.1.1.1. neutral

6.1.1.2. mouse over

6.1.1.2.1. animation

6.1.1.3. hit state

6.1.1.3.1. animation

6.1.2. options button

6.1.2.1. neutral

6.1.2.2. mouse over

6.1.2.3. hit state

6.1.2.3.1. animation

6.1.3. credits button (if applicable)

6.1.3.1. neutral

6.1.3.2. mouse over

6.1.3.3. hit state

6.1.3.3.1. animation

6.1.4. copyright statment

6.1.5. background graphics

6.1.6. exit screen transition animation

6.2. Usability

6.2.1. buttons must be seen clearly

6.2.1.1. button fails its purpose if player cannot notice that it is a button

6.2.2. logo

6.2.2.1. at point of focus (rules of thirds))

6.2.2.2. contrasts from background

6.3. Functionality

6.3.1. start game button

6.3.2. options button (if applicable)

6.3.3. credits button (if applicable)

6.4. Sound

6.4.1. BGM

6.4.2. start game button

6.4.2.1. mouse over fx

6.4.2.2. hit fx

6.4.3. options button (if applicable)

6.4.3.1. mouse over fx

6.4.3.2. hit fx

6.4.4. credits button (if applicable)

6.4.4.1. mouse over fx

6.4.4.2. hit fx

7. if var start game button mouseover:Boolean = true; mouse over animation plays

8. if var start game button hit:Boolean = true; hit state animation plays

9. if options mouse over = true; mouse over animation plays

10. if options button hit = true; hit state animation plays

11. Credit screen

11.1. Visuals

11.1.1. enter screen animation

11.1.2. name and roles display

11.1.3. source credit display

11.1.4. back button

11.1.4.1. neutral

11.1.4.2. mouse over

11.1.4.3. hit state

11.1.4.3.1. animation

11.1.5. background graphics

11.1.6. exit screen animation

11.2. Usuablility

11.2.1. back button

11.2.1.1. must be clearly seen

11.2.1.2. at lower left/lower right

11.3. Functionality

11.3.1. back button

11.4. Sound

11.4.1. BGM

11.4.2. back button

11.4.2.1. mouse over fx

11.4.2.2. hit fx

12. mouse over may or may not have animation

13. Gameplay screen

13.1. Visuals

13.1.1. Non-diegetic UI

13.1.1.1. Hp bar/ icons

13.1.1.1.1. feedback animation

13.1.1.2. SKILL/ MP bar

13.1.1.2.1. feedback animation

13.1.1.3. switch skill icons

13.1.1.4. score display

13.1.1.5. money credits

13.1.1.5.1. display

13.1.1.5.2. icon

13.1.1.6. collectables

13.1.1.6.1. display

13.1.1.6.2. icon

13.1.1.7. obtained collectibles feedback animation

13.1.2. Spatial UI

13.1.2.1. character damage

13.1.2.1.1. number display

13.1.2.1.2. animation

13.1.2.2. enemy damage

13.1.2.2.1. number display

13.1.2.2.2. animation

13.1.2.3. character emotion icons

13.2. Usability

13.2.1. contrasts from all typess of backgrounds

13.2.1.1. HP bar/ icons

13.2.1.1.1. contrasts from all types of background

13.2.1.1.2. height is about 1/5 of the screen

13.2.1.2. SKILL/ MP bar

13.2.1.2.1. contrasts from all types of background

13.2.1.2.2. height is about 1/5 of the screen

13.2.1.3. switch skill

13.2.1.4. score display

13.2.1.5. money credits display & icons

13.2.1.6. collectibles display & icons

13.2.1.7. damage number display

13.2.2. UI layout

13.2.2.1. with reference to (the rule of thirds/ golden ratio)

13.2.2.2. with consideration of user (reading order)

13.3. Functionality

13.3.1. HP bar/ icon increase/decrease with gameplay

13.3.2. SKILL / MP will increase/ decrease with gamplay

13.3.3. skill icons can be switched/toggles

13.3.4. score display updates with gameplay

13.3.5. money credits display updates with gameplay

13.3.6. collectibles updates with gameplay

13.4. In-game Genral

13.4.1. Design

13.4.1.1. layout

13.4.1.1.1. level 1

13.4.1.1.2. level 2

13.4.1.1.3. level 3

13.4.1.2. enemies placement

13.4.1.2.1. level 1

13.4.1.2.2. level 2

13.4.1.2.3. level 3

13.4.2. Visuals

13.4.2.1. Character

13.4.2.1.1. start stage animation

13.4.2.1.2. idle

13.4.2.1.3. walk

13.4.2.1.4. jump

13.4.2.1.5. fall

13.4.2.1.6. attack

13.4.2.1.7. air attack

13.4.2.1.8. damage special

13.4.2.1.9. walk special

13.4.2.1.10. attack special

13.4.2.1.11. fall special

13.4.2.1.12. invincibility

13.4.2.1.13. collectables graphics

13.4.2.1.14. collectables state special

13.4.2.1.15. character collects collectibles special

13.4.3. Usablility

13.4.3.1. character is centralised in the middle column

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

13.4.3.3. there is sufficent spcae on the sides of the player to see enemies/obstacles

13.4.3.4. character invisibility lasts 3secs

13.4.4. Functionality

13.4.4.1. movement and action corresponds to the correct keys

13.4.4.2. character hp decreases according to damage figure when hit

13.4.5. Sound

13.4.5.1. BGM

13.4.5.2. character

13.4.5.2.1. attack fx

13.4.5.2.2. hit enemy fx

13.4.5.2.3. collects collectibles

13.4.5.2.4. heal fx

14. if mouse over = true; mouse over (animation & fx) plays

15. if mouse over = true; mouse over fx plays

16. if hit = true; hit (animation & fx) plays

17. if increase in Hp bar/ icon = true; 'increase feedback animation' plays

18. if decrease in Hp bar/ icon = true; 'decrease feedback animation' plays

19. if collectibles obtained = true; 'obtained collectibles animation' plays

20. if switch skill = true; skill icon switches

21. if increase in SKILL/ MP bar = true; 'increase feedback animation' plays

22. if decrease in SKILL/ MP bar = true; 'decrease feedback animation' plays

23. if character damage = true; there will be number display and animation

24. if characterenemy damage = true; there will be number display and animation

25. Level One - Tutorial

25.1. Visuals

25.1.1. Non-diegetic UI

25.1.1.1. movement instructions

25.1.1.2. movement key icons

25.1.1.3. action / attack instructions

25.1.1.4. action / attack keys icons

25.1.1.5. objectives instructions

25.1.2. Game

25.1.2.1. character

25.1.2.1.1. special attack

25.1.2.2. enemy

25.1.2.2.1. idle

25.1.2.2.2. walk

25.1.2.2.3. jump

25.1.2.2.4. fall

25.1.2.2.5. damage

25.1.2.2.6. dying

25.1.2.2.7. status effect state

25.1.2.2.8. damage special

25.1.2.3. obstacales

25.1.2.4. background

25.1.2.4.1. graphics

25.1.2.5. gameplay level

25.1.2.5.1. graphics

25.2. Usability

25.2.1. contrasts from all types of background

25.2.1.1. movement instruction

25.2.1.2. movement keys icons

25.2.1.3. action / attack instruction

25.2.1.4. action/ attack keys icons

25.2.1.5. objectives instruction

25.2.2. instructions are positioned to capture attention of player

25.2.3. instructions are positioned to not obstruct gameplay

25.3. Functionality

25.3.1. background layer 1 scrolling

25.3.2. background layer 2 scrolling

25.3.3. gameplay lvl ground scolling

25.3.4. gameplay lvl platform scrolling

25.3.5. enemy A.I. movement is present

25.3.6. enemy A.I attack is present

25.3.7. enemy A.I action is present

25.4. Sound

25.4.1. BGM

25.4.2. enemy attack fx

25.4.3. enemy attack hit character fx

25.4.4. character collects collectibles fx

25.5. Design

25.5.1. introduction to new mechanics

25.5.2. level layout

25.5.3. enemy placement

25.5.4. collectibles placement

25.5.5. obstacles placement

25.5.6. placement balance

25.5.7. theme consistency

25.5.8. progressive difficulty

26. Level Two

26.1. VIsuals

26.1.1. Non-diegetic UI

26.1.1.1. new mechanics instructions

26.1.1.2. objectives instructions

26.1.2. Game

26.1.2.1. character

26.1.2.1.1. special attack

26.1.2.2. enemy

26.1.2.2.1. idle

26.1.2.2.2. walk

26.1.2.2.3. jump

26.1.2.2.4. fall

26.1.2.2.5. damage

26.1.2.2.6. dying

26.1.2.2.7. status effect state

26.1.2.2.8. damage special

26.1.2.3. obstacales

26.1.2.4. background

26.1.2.4.1. graphics

26.1.2.5. gameplay level

26.1.2.5.1. graphics

26.2. Usability

26.2.1. contrasts from all types of background

26.2.1.1. new mechanics instrucions

26.2.1.2. objectives instructions

26.2.2. instructions are positioned to capture the attention of player

26.2.3. instructions are positioned not to obstruct gameplay

26.2.4. 2 types of fonts or less are used

26.3. Functionality

26.3.1. background layer 1 scrolling

26.3.2. background layer 2 scrolling

26.3.3. gameplay lvl ground scolling

26.3.4. gameplay lvl platform scrolling

26.3.5. enemy A.I. movement is present

26.3.6. enemy A.I attack is present

26.3.7. enemy A.I action is present

26.4. Sound

26.4.1. BGM

26.4.2. enemy attack fx

26.4.3. enemy attack hit character fx

26.4.4. character collects collectibles fx

26.5. Design

26.5.1. introduction to new mechanics/ mechanics extention

26.5.2. level layout

26.5.3. enemy placement

26.5.4. collectibles placement

26.5.5. obstacles placement

26.5.6. placement balance

26.5.7. theme consistency

26.5.8. progressive difficulty

27. Level Three

27.1. VIsuals

27.1.1. Non-diegetic UI

27.1.1.1. new mechanics instructions

27.1.1.2. objectives instructions

27.1.2. Game

27.1.2.1. character

27.1.2.1.1. special attack

27.1.2.2. enemy

27.1.2.2.1. idle

27.1.2.2.2. walk

27.1.2.2.3. jump

27.1.2.2.4. fall

27.1.2.2.5. damage

27.1.2.2.6. dying

27.1.2.2.7. status effect state

27.1.2.2.8. damage special

27.1.2.3. obstacales

27.1.2.4. background

27.1.2.4.1. graphics

27.1.2.5. gameplay level

27.1.2.5.1. graphics

27.2. Usability

27.2.1. contrasts from all types of background

27.2.1.1. new mechanics instrucions

27.2.1.2. objectives instructions

27.2.2. instructions are positioned to capture the attention of player

27.2.3. instructions are positioned not to obstruct gameplay

27.2.4. 2 types of fonts or less are used

27.3. Functionality

27.3.1. background layer 1 scrolling

27.3.2. background layer 2 scrolling

27.3.3. gameplay lvl ground scolling

27.3.4. gameplay lvl platform scrolling

27.3.5. enemy A.I. movement is present

27.3.6. enemy A.I attack is present

27.3.7. enemy A.I action is present

27.4. Sound

27.4.1. BGM

27.4.2. enemy attack fx

27.4.3. enemy attack hit character fx

27.4.4. character collects collectibles fx

27.5. Design

27.5.1. introduction to mechanics extention

27.5.2. level layout

27.5.3. enemy placement

27.5.4. collectibles placement

27.5.5. obstacles placement

27.5.6. placement balance

27.5.7. theme consistency

27.5.8. progressive difficulty

28. Pause Screen

28.1. Visuals

28.1.1. UI

28.1.1.1. darken screen

28.1.1.2. pause caption

28.1.1.3. instruction to unpause

28.2. usability

28.2.1. con be clearly seen

28.2.1.1. pause caption

28.2.1.2. instructions

28.2.2. pause caption

28.2.2.1. at point of focus (rules of third)

28.2.2.2. size at lease 1/6 of screen

28.2.2.3. contrasts from background

28.3. Functionality

28.3.1. unpause key

29. Game Over Screen

29.1. Visuals

29.1.1. transition to screen animation

29.1.2. game over caption

29.1.3. restart level button

29.1.3.1. neutral

29.1.3.2. mouse over

29.1.3.3. hit

29.1.3.3.1. animation

29.1.4. back to title button

29.1.4.1. neutral

29.1.4.2. mouse over

29.1.4.3. hit

29.1.4.3.1. animation

29.1.5. background graphics

29.1.6. exit screen transition animation

29.2. Usability

29.2.1. buttons can be clearly seen

29.2.2. gameover caption

29.2.2.1. at point of focus (rule of third)

29.2.2.2. size at least 1/5 of screen

29.2.2.3. contrasts from background

29.3. Functinality

29.3.1. restart level button

29.3.2. back to title button

29.4. Sound

29.4.1. BGM (non loop)

29.4.2. restart level button

29.4.2.1. mouse over fx

29.4.2.2. hit fx

29.4.3. back to title button

29.4.3.1. mouse over fx

29.4.3.2. hit fx

30. Victory Screen

30.1. Visuals

30.1.1. transition to screen animation

30.1.2. victory caption

30.1.3. next level button

30.1.3.1. neutral

30.1.3.2. mouse over

30.1.3.3. hit

30.1.3.3.1. animation

30.1.4. background graphics

30.1.5. exit screen transition animation

30.1.6. Score display (if appicable)

30.1.7. collectibles display & icon (if applicable)

30.2. Usability

30.2.1. buttons can be clearly seen

30.2.2. contrasts from background

30.2.2.1. victory caption

30.2.2.1.1. size at least 1/5 of screen

30.2.2.1.2. at point of focus (rule of third)

30.2.2.2. score display (if applicable)

30.2.2.3. collectibles display & icon (if applicable)

30.3. Sound

30.3.1. BGM

30.3.2. next level button

30.3.2.1. mouse over fx

30.3.2.2. hit fx

30.4. Functionality

30.4.1. restart level button

30.4.2. back to title button

31. when there is idle, there is no walk

32. when invincibility happens, HP bar cannot decrease

32.1. invisibility=3secs

33. when collectible state is special, animation is attractive. also, character collects collectibles special.

34. when enemy hp 0, dying animation plays

35. cannot idle and walk at the same time

36. background layers all scroll together

37. enemy must be moving

38. when status is affected, status effect state animation plays