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1623466 by Mind Map: 1623466

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