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Project DRAGON by Mind Map: Project DRAGON
5.0 stars - 11 reviews range from 0 to 5

Project DRAGON

Player Character Movement


Player Character Type 1, Animation, Walk / run animation, Melee attack animations, Ranged attack animations, Hit reaction animations, Special attacks animations, Death animations, Character Model, Model, Texture, Rigging, Visual Effects, Attack(s), Hit reaction(s), Power up(s), Special Attacks, Audio, SFX, Voice acting?


Pathfinding / collision

Animation blending

Controls are implemented and tuneable, Mouse / keyboard, Gamepad controller

Camera placement and tuning

Variables exposed:, Player Movement speed, Camera distance, Camera angle

General Game Functionality

Pause menu

Volume controls

Keyboard customisation

Save / Load

Saving and loading

Assets, UI and feedback screens

Functionality, Player Initiated Saving, Game Initiated Saving, Multiple Save Slots / Load Screen, Delete Save Game

Sound Effects

Assets, Place link here for SFX asset document

Functionality, Trigger SFXs, Create easy SFX implementation tool


Assets, Looping music track #1

Functionality, Trigger music, Stop music

Steam Integration

Big Picture Mode

Controller support

Steam Achievements

Beautification of the Game

"Post-processing to make the game as pretty as Unreal"

Customisable Keyboard mapping



Assets, Enemy Type 1, Animation, Walk animation, Melee attack animation, Ranged attack animation, Hit reaction animation, Special attacks animations, Death animation, Character Model, Model, Texture, Rigging, Visual Effects, Attack(s), Hit reaction(s), Power up(s), Special Attacks, Audio, SFX, Voice acting?, UI Assets, Damage points displayed on screen, Enemy health displayed, Player health displayed, Player Mana / Magic health displayed (?), Visual effects, Hit reactions, Attacks, Death

Functionality, Basic attack, Player can attack enemies, Melee attack, Ranged attack, Enemy can attack player, Melee attack, Ranged attack, Characters have hit points and can take damage, Enemies can run at player, Attributes and Modifiers, Damage dealt can be modified by player stats, Player can buff their stats, Damage dealt can be modified by weapon stats, Damage received can be modified with armour, Energy Mechanic, Power attack / special attack uses energy, Special abilities, Power hit / damage, Area of effect attack, Stun / freeze mechanic, Heal, Buff Player's attribute (eg. strength), Dash attack, Summon minion, Shield / invulnerability, Fast attack, Ability for player to switch weapons, Enemy AI, Move to player, Attack player, Heal, Run away, Pathfinding, Special attacks

Character Stats

Functionality, Strength, Modifies melee damage, Constitution, Modifies Health, Dexterity, Modifies ranged attack, Modifies dodge, Intelligence, Modifies spell power, Charisma, Modifies NPC dialogue options, Modifies shop prices, Health / HPs, Current health, Max health, Energy / Fatigue, Current Energy, Max Energy, Experience points, Current XP, Current level, XP / Level progression, Special abilities linked to stats, eg. Strength = weapons used; amour worn, Player fame, Modifies NPC reactions, Gold / money, Current amount of gold / money the character has

Character Progression / Leveling up

Functionality, Character gains experiences points, Killing enemies, Completing quests, Discovering new areas, Experience points linked to leveling up, Killing a specific enemy provides specific amount of XP to player., When leveling up, player can spend points on character attributes, Using weapons (inflicting damage on enemies) increases attribute score for that weapon class.


Enemy Special Attacks

Game Vision

Tech Stack

How do we build the game - tools, tech, process

Player Experience

Mood / tone / feeling of the game

Key Design Pillar(s) for the game

Product Remarkability

Single point of innovation for the game

Aspect of the game which will be remarkable

Art Direction

Reference images from internet

Art Concept Doc

ADD Concept Document Created

Target Game Screen

High Level Story

Who is the player?

What is the player trying to do?

What stands against the player?

Characters and Story


Assets, NPC Models, NPC Animations, NPC voice acting?

Functionality, AI / movement / pathfinding, NPC Stats?, Quest event triggers, Quest event progress tracking, Quest completion feedback, Dialogue

Character Dialogue

Assets, User Interface / display for dialogue

Functionality, Editor / implementation system for dialogue, Editor / implementation system for triggering dialogue, Dialogue choices for players, Specific outcomes from dialogue, Inventory item is given or taken, Gold is given or taken, XP is given or taken, Quest is updated, New quest, Finished quest, Updated quest

Non-Interactive moments

Quest System

World Creation

Level Creation

Assets, Environment models for world, Props, Visual effects

Functionality, Level Editor, Placing Enemies, Placing world pieces, Placing events and triggers, Placing loot, Placing hazards, Placing collision / boundaries, Spawning Events, Level Loading, Doors, Locks, Level Streaming, Locked and unlocked regions

Game Progression

World Overview Map

Assets, World map (2D most likely)

Functionality, Movement on world map, Fast travel, Enemy encounters?, Locations to enter


Inventory System





Pickups / Loot items

Store / Shop


Character Selection and Customisation

Different characters

Point distribution

Stretch Features

Crafting System

Resource Gathering

Companion Characters

Said that we don't do on Kickstarter

Easter Eggs

This was listed on the Kickstarter "Included" list but may be more of a level design sub-point than a feature