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P1623581 by Mind Map: P1623581

1. Gameplay screen

1.1. visual

1.1.1. non-diegetic UI

1.1.1.1. HP bar

1.1.1.1.1. icons

1.1.1.1.2. icon decrease feedback animation

1.1.1.1.3. icon increase feedback animation

1.1.1.2. SKILL

1.1.1.2.1. MP bar

1.1.1.2.2. MP bar increase feedback animation

1.1.1.2.3. MP bar decrease feedback animation

1.1.1.3. switch skill icons

1.1.1.4. score display

1.1.1.5. money credits display + icon

1.1.1.6. collectables display +icon

1.1.1.7. obtain collectables feedback animation

1.1.2. Spatial UI

1.1.2.1. character damage no. display + animation

1.1.2.2. enermy damage no. display + animation

1.1.2.3. character emotions icons

1.2. usability

1.2.1. contrast with all types of background

1.2.1.1. HP Bar / icons

1.2.1.2. SKILL / MP Bar

1.2.2. HP BAR / ICONS + SKILL / MP Bar

1.2.2.1. height about  1/5 of screen

1.2.2.2. width about 1/3 of screen

1.2.3. contrast from all types of background

1.2.3.1. switch skill icons

1.2.3.2. score display

1.2.3.3. collectables display + icons

1.2.3.4. damage number displays

1.2.3.5. money credits display + icons

1.2.4. UI is layout with

1.2.4.1. reference to rule of 3rd / golden ratio

1.2.4.2. consideration user reading order

1.3. functionality

1.3.1. increase/ decrease with gameplay

1.3.1.1. HP bar/ icon

1.3.1.2. SKILL / MP bar

1.3.2. skill icons can be switched/ toggled

1.3.3. updates with gameplay

1.3.3.1. score display

1.3.3.2. money credits

1.3.3.3. collectables display

2. Gameplay screen [ In-game general ]

2.1. Design

2.1.1. layout

2.1.1.1. Lvl 1

2.1.1.2. Lvl 2

2.1.1.3. Lvl 3

2.1.2. enemies placement

2.1.2.1. Lvl 1

2.1.2.2. Lvl 2

2.1.2.3. Lvl 3

2.2. Visuals

2.2.1. character asset ( state + animation )

2.2.1.1. start

2.2.1.2. idle

2.2.1.3. walk

2.2.1.4. jump

2.2.1.5. fall

2.2.1.6. damage

2.2.1.7. dying

2.2.1.8. status effect (s)

2.2.1.9. attack ( s)

2.2.1.10. air attack (s)

2.2.1.11. invincibility animation

2.2.2. Character assets ( special fx feedback animation )

2.2.2.1. damage

2.2.2.2. walk

2.2.2.3. attack

2.2.2.4. fall

2.2.3. collectables

2.2.3.1. graphics

2.2.3.2. state special fx animation ( attractive )

2.2.3.3. special fx animations when character collects

2.3. usability

2.3.1. character is

2.3.1.1. centralised in the middle column

2.3.1.2. position along lower line in rule of 3rd

2.3.2. sufficient space on the sides for player to see enemies/ obstacles

2.3.3. character invincibility last 3 secs

2.4. functionality

2.4.1. movement and action correspond to correct keys

2.4.2. character hp decreases according to damage figure when hit

2.5. sound

2.5.1. BGM

2.5.2. character sound fx

2.5.2.1. attack

2.5.2.2. attack hit enermy

2.5.2.3. collect collectables

2.5.2.4. heals

3. Level Design

3.1. Visuals ( non-diegetic UI)

3.1.1. Level 1

3.1.1.1. instructions

3.1.1.1.1. movement

3.1.1.1.2. actions / attack

3.1.1.1.3. objectives

3.1.1.2. key icons

3.1.1.2.1. movement

3.1.1.2.2. action / attack

3.1.2. level 2 / 3

3.1.2.1. instructions

3.1.2.1.1. new mechanics

3.1.2.1.2. objectives

3.2. usability

3.2.1. contrasts from all background

3.2.1.1. movement instructions & key icons

3.2.1.2. actions / attack instructions & icons

3.2.1.3. objective instructions

3.2.2. instructions are positioned to

3.2.2.1. capture attention of player

3.2.2.2. not obstruct gameplay

3.2.3. 2 types of fonts or less are used

3.3. Design

3.3.1. level layout

3.3.2. placement of

3.3.2.1. enemies

3.3.2.2. collectables

3.3.2.3. obstacles

3.3.3. progressive difficultly

3.3.4. placement balance

3.3.5. introduction on new mechanics

3.3.6. theme consistency

3.4. visuals ( game )

3.4.1. enemy asset (s)  [ state + animation ]

3.4.1.1. idle

3.4.1.2. walk

3.4.1.3. jump

3.4.1.4. fall

3.4.1.5. damage

3.4.1.6. dying

3.4.1.7. status effect

3.4.1.8. damage special fx feedback animation

3.4.2. character asset

3.4.2.1. attack special fx feedback animation

3.4.3. obstacles assets

3.4.4. background graphics

3.4.4.1. layer 1

3.4.4.2. layer 2

3.4.5. gameplay level

3.4.5.1. ground graphics

3.4.5.2. platforms graphics

3.5. Sound

3.5.1. BGM

3.5.2. sound fx

3.5.2.1. enemy attack

3.5.2.2. enemy attack hit character

3.5.2.3. character collects collectables

3.6. functionality

3.6.1. background scrolling

3.6.1.1. layer 1

3.6.1.2. layer 2

3.6.2. gameplay level scrolling

3.6.2.1. ground

3.6.2.2. platform

3.6.3. enemy A.I

3.6.3.1. movement

3.6.3.2. attack

3.6.3.3. actions

4. Pause screen

4.1. visuals (UI)

4.1.1. darker screen

4.1.2. pause captions

4.1.3. instruction to unpause

4.2. Usability

4.2.1. pause caption

4.2.1.1. clearly display and see

4.2.1.2. positioned at point of focus ( rule of 3rd )

4.2.1.3. occupied at least 1/6 of the screen

4.2.2. instructions could be clearly seen

4.2.3. captions contrast from background

4.3. functionality

4.3.1. unpause/resume  key

5. Gameover screen

5.1. Visuals

5.1.1. transition to screen animation

5.1.2. game over captions

5.1.3. restart level button / back to titles buttons (state)

5.1.3.1. neutral

5.1.3.2. mouse over

5.1.3.3. hit state + animation

5.1.4. background graphics

5.1.5. exit screen transition animation

5.2. Sound

5.2.1. BGM ( non loop )

5.2.2. Restart level button / back to title button  (sound fx)

5.2.2.1. mouse over

5.2.2.2. hit

5.3. usability

5.3.1. buttons can be clearly seen

5.3.2. gameover caption

5.3.2.1. positioned at point of focus

5.3.2.2. occupied at least 1/5 of screen

5.3.2.3. contrast to backbround

5.4. Functionality

5.4.1. restart level button

5.4.2. back to title button

6. introduction screen

6.1. visual

6.1.1. studio logo animation ( 5sec )

6.1.2. skip studio animation

6.1.2.1. neutral state

6.1.2.2. mouse over state

6.2. usability

6.2.1. logo well contrast with background

6.3. functionality

6.3.1. skip studio animation button

7. Title screen / User Interface

7.1. Visual

7.1.1. enter screen transition animation ( special effect )

7.1.2. game logo graphic ( not font )

7.1.3. start game button

7.1.3.1. neutral state

7.1.3.2. mouse over state

7.1.3.3. hit state + animation

7.1.4. option button

7.1.4.1. Neutral

7.1.4.2. mouse over

7.1.4.3. hit + animation

7.1.5. copyright statement

7.1.6. background graphics

7.1.7. exit screen transition animation

7.2. sound

7.2.1. BGM

7.2.2. hit sound fx

7.2.2.1. start

7.2.2.2. option button

7.2.2.3. credits

7.2.3. mouse over sound fx

7.2.3.1. start

7.2.3.2. options button

7.2.3.3. credits

7.3. Usability

7.3.1. button clearly display

7.3.2. logo is positioned at point of focus ( rule of third )

7.3.3. logo size occupied at least 1/4 of screen

7.3.4. logo contrasts from background

7.4. Functionality

7.4.1. button

7.4.1.1. start game

7.4.1.2. options

7.4.1.3. credits

8. Credit screen

8.1. Visual

8.1.1. enter screen transition animation

8.1.2. name and role display

8.1.3. source credit display

8.1.4. back button

8.1.4.1. neutral

8.1.4.2. mouse over

8.1.4.3. hit + animation

8.1.5. background graphics

8.1.6. exit screen transition animation

8.2. Sound

8.2.1. BGM

8.2.2. back button

8.2.2.1. mouse over sound fx

8.2.2.2. hit sound fx

8.3. usabiity

8.3.1. back button

8.3.1.1. clearly seen

8.3.1.2. position at lower right / lower left of screen

8.4. functionality

8.4.1. back button

9. Victory screen

9.1. Visuals

9.1.1. transition to screen animation

9.1.2. victory caption

9.1.3. next level button ( state )

9.1.3.1. neutral

9.1.3.2. mouse over

9.1.3.3. hit + animation

9.1.4. background graphics

9.1.5. exit screen transition animation

9.1.6. display

9.1.6.1. score

9.1.6.2. collectables + icons

9.2. Sound

9.2.1. BGM

9.2.2. Next level button ( sound fx )

9.2.2.1. mouse over

9.2.2.2. hit sound

9.3. Usability

9.3.1. buttons can be clearly seen

9.3.2. victory caption

9.3.2.1. positioned at point of focus

9.3.2.2. at least 1/5 of the screen

9.3.2.3. contrast to background

9.3.3. display & icons contrast from background

9.3.3.1. score

9.3.3.2. collectables

9.4. Functionality

9.4.1. button

9.4.1.1. restart level

9.4.1.2. back to title