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Rocket clouds
1644854 by Mind Map: 1644854

1. Introduction Screen

1.1. Studio Logo Animation

1.1.1. Skip studio animation Button Neutral state

1.1.1.1. Skip studio animation button mouse over state

1.1.1.1.1. if pressed

1.1.1.1.2. if not pressed

1.2. Logo contrast well with background

2. Title Screen

2.1. Enter screen transition animation

2.1.1. Start game button Neutral State

2.1.1.1. Start game button mouse over state (Mouse over SFX will play)

2.1.1.1.1. if pressed (hit state) (hit sfx will play)

2.1.2. Options Button Neutral State

2.1.2.1. Option button mouse over state (Mouse over SFX will play)

2.1.2.1.1. if pressed (hit state) (hit sfx will play)

2.1.3. Credits button Neutral State

2.1.3.1. Credits button mouse over state (Mouse over SFX will play)

2.1.3.1.1. if pressed (hit state) (hit sfx will play)

2.1.4. Exit Screen Button Neutral state

2.1.4.1. Exit Screen button mouse over state (Mouse over SFX will play)

2.1.4.1.1. if pressed (hit sfx will play)

2.1.5. Buttons can be clearly seen

2.2. Game logo graphics

2.2.1. Logo is positioned at point of focus

2.2.2. Logo size occupies at least 1/4 of screen

2.2.3. Logo contrasts from background

2.3. Copyright Statement

2.4. Background Graphics

2.5. BGM

3. Credit Screen

3.1. Enter screen transition animation

3.1.1. Back Button Neutral state

3.1.1.1. Back button mouse over state (Mouse over SFX will play)

3.1.1.1.1. if pressed (hit sfx will play)

3.1.1.2. Back button can be clearly seen

3.1.1.3. Back button poisition at lower right/ lower left of screen

3.2. Names and Roles Display

3.3. Source credit display

3.4. Background graphics

3.5. BGM

4. Gameplay Screen

4.1. HP Bar / Icons

4.1.1. if character/enemy gets hurt

4.1.1.1. HP Bar / Icons decrease feedback animation

4.1.1.2. HP Bar / Icons decrease with gameplay

4.1.2. if character/enemy regains back health

4.1.2.1. HP Bar / Icons increase feedback animation

4.1.2.2. HP Bar / Icons increase with gameplay

4.1.3. Credits button Neutral State

4.1.3.1. Credits button mouse over state (Mouse over SFX will play)

4.1.4. Exit Screen Button Neutral state

4.1.4.1. Exit Screen button mouse over state (Mouse over SFX will play)

4.1.5. HP Bar / Icons contrast from all types of background

4.1.6. HP bar/icons height is about 1/5 of screen

4.1.7. HP bar/icons width is about 1/3 of screen

4.2. Skill / MP Bar

4.2.1. If character/enemy uses Skill/MP and or/ hits character/enemy

4.2.1.1. Skill/MP bar decrease feedback animation

4.2.1.2. Character/Enemy damage number display + animation

4.2.1.2.1. Damage number display contrasts from all types of background

4.2.1.3. Skill/MP decrease with gameplay

4.2.1.4. Character attack sound fx

4.2.1.5. Character attack hit enemy sound fx

4.2.2. if character/enemy regains Skill/MP

4.2.2.1. Skill/MP bar increase feedback animation

4.2.2.2. Skill/MP increase with gameplay

4.2.2.3. Character heals sound fx

4.2.3. Skill / MP Bar contrast frm all types of background

4.2.4. Skill / MP Bar height is about 1/5 of screen

4.2.5. Skill / MP Bar width is about 1/3 of screen

4.3. Switch skill icon

4.3.1. Can be toggled/switched

4.3.2. Switch skill icons contrast from all types of background

4.4. Score Display

4.4.1. if character gains score

4.4.1.1. Score display updates with gameplay

4.4.2. score display contrast from all types of background

4.5. Money credits display + Icon

4.5.1. if character obtains money

4.5.1.1. obtain money feedback animation

4.5.1.2. Money credits display updates with gameplay

4.5.1.3. Character collects money sound fx

4.5.2. Money credits display + icon contrasts from all types of background

4.6. Collectables display + Icon

4.6.1. if character obtains collectables

4.6.1.1. obtain collectables feedback animation

4.6.1.2. collectables display updates with gameplay

4.6.1.3. Character collects collectbles sound fx

4.6.2. Collectables display + icon contrast from all types of background

4.6.3. Collectable graphics

4.6.3.1. collectable state special fx animation (attactive)

4.6.3.1.1. if character obtains special collectable

4.7. Character emotions icon

4.8. UI

4.8.1. is layout with reference to rules of third/ golden ratio

4.8.2. is layout with consideration user reading order

4.9. Level Design

4.9.1. Level 1 Layout

4.9.1.1. Level 1 enemies placement

4.9.2. Level 2 Layout

4.9.2.1. Level 2 enemies placement

4.9.3. Level 3 Layout

4.9.3.1. Level 2 enemies placement

4.10. Character Assets

4.10.1. Start stage animation

4.10.2. idle state + animation

4.10.3. walk state + animation

4.10.4. jump state + animation

4.10.5. fall state + animation

4.10.6. damage state + animation

4.10.7. dying state + animation

4.10.8. status effect state(s) + animation(s)

4.10.9. attack effect state(s) + animation(s)

4.10.10. air attack effect state(s) + animation(s)

4.10.11. damage special fx feedback animation

4.10.12. walk special fx feedback animation

4.10.13. attack special fx feedback animation

4.10.14. fall special fx feedback animation

4.10.15. invincibility animation

4.11. Character

4.11.1. Centralised in the middle column

4.11.2. positioned long the lower line in rules of third

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

4.11.4. character invincibility last 3 seconds

4.11.5. movement and action correspond to correct keys

4.11.6. character hp decreases according to damage figure when hit

4.12. BGM

5. Gameplay

5.1. Level one (tutorial)

5.1.1. UI

5.1.1.1. Movement instructions

5.1.1.1.1. movement instructions contrasts from all types of background

5.1.1.2. Movement keys icons

5.1.1.2.1. movement keys icons contrasts from all types of background

5.1.1.3. action/attack instructions

5.1.1.3.1. action/attack instructions contrasts from all types of background

5.1.1.4. action/attack keys icons

5.1.1.4.1. action/attack keys icons contrasts from all types of background

5.1.1.5. objectives instructions

5.1.1.5.1. objectives instructions contrasts from all types of background

5.1.1.6. Instructions are positioned to capture attention of player

5.1.1.7. instructions are positioned to not obstruct gameplay

5.1.1.8. 2 types of fonts or less are used

5.1.2. Level Layout

5.1.2.1. Enemies placement in level

5.1.2.2. Collectables placement in level

5.1.2.3. Obstacles placement

5.1.2.4. Progressive difficulty

5.1.2.5. Placement Balance

5.1.2.6. Introduction on new mechanics

5.1.2.7. Theme consistency

5.1.3. Asserts

5.1.3.1. Enemy asserts

5.1.3.1.1. idle state + animation

5.1.3.1.2. walk state + animation

5.1.3.1.3. jump state + animation

5.1.3.1.4. fall state + animation

5.1.3.1.5. damage state + animation

5.1.3.1.6. dying state + animation

5.1.3.1.7. status effect states(s) + animation

5.1.3.1.8. damage special fx feedback animation

5.1.3.2. Character asset

5.1.3.2.1. attack special fx feedback animation

5.1.3.3. Obstacles assets

5.1.3.4. Background

5.1.3.4.1. Layer 1 graphics

5.1.3.4.2. Layer 2 graphics

5.1.3.5. Game play level

5.1.3.5.1. ground graphics

5.1.3.5.2. platform graphics

5.1.3.6. Sound

5.1.3.6.1. BGM

5.1.3.6.2. Enemy attack sound fx

5.1.3.6.3. Enemy attack hit character sound fx

5.1.3.6.4. character collects collectables sound fx

5.1.4. Functions

5.1.4.1. Background layer

5.1.4.1.1. layer 1 scrolling

5.1.4.1.2. layer 2 scrolling

5.1.4.2. game play level

5.1.4.2.1. ground scrolling

5.1.4.2.2. platform scrolling

5.1.4.3. Enemy A.I

5.1.4.3.1. movement is present

5.1.4.3.2. attack is present

5.1.4.3.3. action is present

5.2. Level two

5.2.1. UI

5.2.1.1. new mechanics instruction

5.2.1.1.1. new mechanics instructions contrast from all types of background

5.2.1.2. objectives instruction

5.2.1.2.1. objectives instructions contrasts from all types of background

5.2.1.3. instructions are positioned to capture attention of player

5.2.1.4. instructions are positioned to not obstruct gameplay

5.2.1.5. 2 types of font or less are used

5.2.2. Level Layout

5.2.2.1. Enemies placement in level

5.2.2.2. Collectables placement in level

5.2.2.3. Obstacles placement

5.2.2.4. Progressive difficulty

5.2.2.5. Placement Balance

5.2.2.6. Introduction on mechanics extension/ new mechanics

5.2.2.7. Theme consistency

5.2.3. Asserts

5.2.3.1. Enemy asserts

5.2.3.1.1. idle state + animation

5.2.3.1.2. walk state + animation

5.2.3.1.3. jump state + animation

5.2.3.1.4. fall state + animation

5.2.3.1.5. damage state + animation

5.2.3.1.6. dying state + animation

5.2.3.1.7. status effect states(s) + animation

5.2.3.1.8. damage special fx feedback animation

5.2.3.2. Character asset

5.2.3.2.1. attack special fx feedback animation

5.2.3.3. Obstacles assets

5.2.3.4. Background

5.2.3.4.1. Layer 1 graphics

5.2.3.4.2. Layer 2 graphics

5.2.3.5. Game play level

5.2.3.5.1. ground graphics

5.2.3.5.2. platform graphics

5.2.3.6. Sound

5.2.3.6.1. BGM

5.2.3.6.2. Enemy attack sound fx

5.2.3.6.3. Enemy attack hit character sound fx

5.2.3.6.4. character collects collectables sound fx

5.2.4. Functions

5.2.4.1. Background layer

5.2.4.1.1. layer 1 scrolling

5.2.4.1.2. layer 2 scrolling

5.2.4.2. game play level

5.2.4.2.1. ground scrolling

5.2.4.2.2. platform scrolling

5.2.4.3. Enemy A.I

5.2.4.3.1. movement is present

5.2.4.3.2. attack is present

5.2.4.3.3. action is present

5.3. Level three

5.3.1. UI

5.3.1.1. new mechanics instruction

5.3.1.1.1. new mechanics instructions contrast from all types of background

5.3.1.2. objectives instruction

5.3.1.2.1. objectives instructions contrasts from all types of background

5.3.1.3. instructions are positioned to capture attention of player

5.3.1.4. instructions are positioned to not obstruct gameplay

5.3.1.5. 2 types of font or less are used

5.3.2. Level Layout

5.3.2.1. Enemies placement in level

5.3.2.2. Collectables placement in level

5.3.2.3. Obstacles placement

5.3.2.4. Progressive difficulty

5.3.2.5. Placement Balance

5.3.2.6. Introduction on mechanics extension

5.3.2.7. Theme consistency

5.3.3. Asserts

5.3.3.1. Enemy asserts

5.3.3.1.1. idle state + animation

5.3.3.1.2. walk state + animation

5.3.3.1.3. jump state + animation

5.3.3.1.4. fall state + animation

5.3.3.1.5. damage state + animation

5.3.3.1.6. dying state + animation

5.3.3.1.7. status effect states(s) + animation

5.3.3.1.8. damage special fx feedback animation

5.3.3.2. Character asset

5.3.3.2.1. attack special fx feedback animation

5.3.3.3. Obstacles assets

5.3.3.4. Background

5.3.3.4.1. Layer 1 graphics

5.3.3.4.2. Layer 2 graphics

5.3.3.5. Game play level

5.3.3.5.1. ground graphics

5.3.3.5.2. platform graphics

5.3.3.6. Sound

5.3.3.6.1. BGM

5.3.3.6.2. Enemy attack sound fx

5.3.3.6.3. Enemy attack hit character sound fx

5.3.3.6.4. character collects collectables sound fx

5.3.4. Functions

5.3.4.1. Background layer

5.3.4.1.1. layer 1 scrolling

5.3.4.1.2. layer 2 scrolling

5.3.4.2. game play level

5.3.4.2.1. ground scrolling

5.3.4.2.2. platform scrolling

5.3.4.3. Enemy A.I

5.3.4.3.1. movement is present

5.3.4.3.2. attack is present

5.3.4.3.3. action is present

6. Pause Screen

6.1. dark screen

6.2. pause caption

6.2.1. pause caption can be clearly seen

6.2.2. pause caption is positioned at point of focus

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

6.2.4. caption contrasts from background

6.3. instructions to unpause

6.3.1. instructions can be clearly seen

6.4. unpause key

7. Gameover Screen

7.1. transition to screen animation

7.2. game over caption

7.3. restart level button

7.3.1. neutral state

7.3.2. mouse over state

7.3.2.1. if pressed [hit state]

7.3.2.1.1. hit animation will play

7.3.2.1.2. hit sfx will play

7.3.2.2. mouse over sfx will play

7.4. Back to title button

7.4.1. neutral state

7.4.2. mouse over state

7.4.2.1. if pressed [hit state]

7.4.2.1.1. hit animation will play

7.4.2.1.2. hit sfx will play

7.4.2.2. mouse over sfx will play

7.5. Background Graphics

7.6. BGM (non loop)

7.7. Buttons can be clearly seen

7.8. Game over caption is positioned at point of focus

7.9. Gameover caption size occupies at least 1/5 of screen

7.10. Caption contrasts from background

8. Victory Screen

8.1. transition to screen animation

8.2. victory caption

8.3. next level button

8.3.1. neutral state

8.3.2. mouse over state

8.3.2.1. if pressed [hit state]

8.3.2.1.1. hit animation will play

8.3.2.1.2. hit sfx will play

8.3.2.2. mouse over sfx will play

8.4. background graphics

8.5. score display

8.6. collectables display + icon

8.7. BGM

8.8. Buttons can be clearly seen

8.9. Caption contrasts from background

8.10. Victory caption size occupies at least 1/5 of screen

8.11. Victory caption is positioned at point of focus

8.12. Score display contrast from background

8.13. Collectables display + icon contrast from background

8.14. Back to title button

8.14.1. neutral state

8.14.2. mouse over state

8.14.2.1. if pressed [hit state]

8.14.2.1.1. hit animation will play

8.14.2.1.2. hit sfx will play

8.14.2.2. mouse over sfx will play