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Game von Mind Map: Game

1. screen

1.1. starting screen

1.1.1. visuals

1.1.1.1. Logo appears and after 5secs, it will load the title screen

1.1.1.2. skip studio button

1.1.1.2.1. neutral state

1.1.1.2.2. mouse over state

1.1.2. Usability

1.1.2.1. logo contrast with the background

1.1.3. Functionality

1.1.3.1. skip studio animation button

1.2. title screen

1.2.1. visuals

1.2.1.1. after starting screen. enters screen transition animation and game logo graphics appear

1.2.1.2. start game button, options button and credits button are shown

1.2.1.3. copyright statement is shown

1.2.2. sound

1.2.2.1. background music

1.2.2.2. mouse over sounds on start game button, options button and credits button

1.2.2.2.1. hit sound if applicable

1.2.3. usability

1.2.3.1. logo contrasts from the background and is positioned at the point of focus

1.2.4. functionality

1.2.4.1. start game button, options and credits button (if applicable)

1.3. credit screen

1.3.1. Visuals

1.3.1.1. enter screen of the transition animation

1.3.1.2. name and roles shown in the credits page

1.3.1.3. back button

1.3.1.3.1. neutral state

1.3.1.3.2. mouse over state

1.3.1.3.3. hit state+animation

1.3.1.4. background graphics moving

1.3.1.5. exit screen animation

1.3.2. sound

1.3.2.1. background music

1.3.2.2. back button

1.3.2.2.1. mouse over

1.3.2.2.2. hit sound

1.3.3. back button seen

1.3.3.1. bottom left or bottom right of the screen

1.3.4. functionality

1.3.4.1. back botton

2. In-game general

2.1. design

2.1.1. level 1,2,3 layout

2.1.2. placement of level 1,2,3 enemies

2.2. Visuals-ingame

2.2.1. character asset-start stage animation, idle state animation, walking animation, jumping animation, falling animation, damage animation, dying animation, status effect animation, attacking animation, air attack animation, damage special fx feedback animation, walking special fx feedback animation, attacking special fx animation, falling special fx animation and invincibility animation.

2.2.2. collectable graphics, collectables state special fx animation, character collecting the collectable special fx animation

2.3. Usability

2.3.1. Character is centralized in the middle column and is position along the lower line in the rules of third.

2.3.2. sufficient space on the sides for players to see enemies and 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 attack sound fx, character hitting enemy sound fx, character collection collectable sound fx and character heals sound fx

3. Level one - tutorial

3.1. Visuals-non-diegetic UI

3.1.1. Movement instructions, movement key icon

3.1.2. action or attacking instructions and key icons

3.1.3. Objective instructions

3.2. Usability

3.2.1. movement instructions and movement keys are contrast with all types of background

3.2.2. action or attack instructions and key icons are contrasts from all types of background

3.2.3. objectives instructions is contrast from all types of background

3.2.4. instructions are positioned to capture attention of player and not to obstruct gameplay

3.2.5. 2type of fonts or less are used

3.3. Design

3.3.1. level layout

3.3.2. enemies placement in level

3.3.3. Collectables placement in level

3.3.4. Obstacles placement

3.3.5. Progressive difficulty

3.3.6. placement balance

3.3.7. Introduction on new mechanics

3.3.8. Theme consistency

3.4. Visuals-game

3.4.1. enemy assets, idle state animation, walking state animation, jumping state animation, falling state animation, damage state animation, dying state animation, status effect state animation, damage special fx feedback animation, attack special fx feedback animation

3.4.2. obstacles assets

3.4.3. background layer 1 and 2 graphics

3.4.4. gameplay level ground and platform graphics

3.4.5. sound

3.5. Sound

3.5.1. BGM

3.5.2. enemy attack sound fx

3.5.3. enemy attack hit character sound fx

3.5.4. character collects collectable sound fx

3.6. functionality

3.6.1. background layer 1 and 2 scrolling

3.6.2. gameplay level ground scrolling and platform scrolling

3.6.3. Movement, attack and action are present for enemy A.I

4. level two

4.1. Visual -Non-diegetic UI

4.1.1. New mechanics instruction

4.1.2. objective instructions

4.2. Usability

4.2.1. new mechanics and objective instruction contrast from all types of background

4.2.2. instructions are positioned to capture attention of player and not obstructing the gameplay

4.2.3. 2 types of fonts or less are used

4.3. Design

4.3.1. Level layout

4.3.2. enemies and collectables placement in level

4.3.3. obstacles placement

4.3.4. progressive difficulty

4.3.5. placement balance

4.3.6. introduction on mechanics extension and new machanics

4.3.7. theme consistency

4.4. Visual- game

4.4.1. enemy assets, idle state animation, walking state animation, jumping state animation, falling state animation, damage state animation, dying state animation, status effect state animation, damage special fx feedback animation, attack special fx feedback animation

4.4.2. obstacles assets

4.4.3. background layer 1 and 2 graphics

4.4.4. gameplay level- ground and platform graphics

4.5. sound

4.5.1. BGM

4.5.2. enemy attack sound fx and hit character sound fx

4.5.3. character collects collectables sound fx

4.6. Functionality

4.6.1. background layer 1 and 2 scrolling

4.6.2. gameplay level ground and platform scrolling

4.6.3. movement, attack and action is present for enemy A.I

5. Level 3

5.1. Visual -Non-diegetic UI

5.1.1. New mechanics instruction

5.1.2. objective instructions

5.2. Usability

5.2.1. new mechanics and objective instruction contrast from all types of background

5.2.2. instructions are positioned to capture attention of player and not obstructing the gameplay

5.2.3. 2 types of fonts or less are used

5.3. Design

5.3.1. Level layout

5.3.2. enemies and collectables placement in level

5.3.3. obstacles placement

5.3.4. progressive difficulty

5.3.5. placement balance

5.3.6. introduction on mechanics extension and new machanics

5.3.7. theme consistency

5.4. Visual- game

5.4.1. enemy assets, idle state animation, walking state animation, jumping state animation, falling state animation, damage state animation, dying state animation, status effect state animation, damage special fx feedback animation, attack special fx feedback animation

5.4.2. obstacles assets

5.4.3. background layer 1 and 2 graphics

5.4.4. gameplay level- ground and platform graphics

5.5. sound

5.5.1. BGM

5.5.2. enemy attack sound fx and hit character sound fx

5.5.3. character collects collectables sound fx

5.6. Functionality

5.6.1. background layer 1 and 2 scrolling

5.6.2. gameplay level ground and platform scrolling

5.6.3. movement, attack and action is present for enemy A.I

6. gameplay screen

6.1. visuals- non diegetic UI

6.1.1. Hp bar

6.1.1.1. icon

6.1.1.2. hp bar decrease animation

6.1.1.3. hp bar increase animation

6.1.2. skill

6.1.2.1. mp bar

6.1.2.2. mp bar decrease animation

6.1.2.3. mp bar increase animation

6.1.3. switch of skill icons

6.1.4. displays the scores

6.1.5. money credits shown with icon

6.1.6. collectables shown with icon

6.1.6.1. etc, rings, coins

6.1.6.2. collect collectables animation

6.2. Visuals-Spatial UI

6.2.1. damage number to character shown with animation

6.2.2. Enemy damage number shown with animation

6.2.3. character emotion

6.3. Usability

6.3.1. HP bar is contrast from all types of background

6.3.2. MP bar is contrast from all types of background

6.3.3. Height is 1/5 of the screen and width is 1/3 od the screen for HP bar and MP bar,

6.3.4. switch skill icon is contrast with all types of background

6.3.5. score display Is contrast with all types of background

6.3.6. money credit icon and display are contrast with all types of background

6.3.7. collectables icon and display are contrast with all types of background

6.3.8. UI is layout with reference to rule of third and layout is with consideration for user reading order

6.3.9. damage number display contrast with all types of background

6.4. Functionality

6.4.1. HP and MP bar will increase or decrease with gameplay

6.4.2. Skill icons can be switched or toggled

6.4.3. score display updates with gameplay

6.4.4. money credits and collectables display updates with gameplay

7. Pause screen

7.1. Visuals - UI

7.1.1. Darken screen

7.1.2. pause caption

7.1.3. instructions to unpause

7.2. Usability

7.2.1. pause caption and instructions can be seen clearly

7.2.2. pause caption is positioned at the point of focus(rules of third), pause caption size occupies at least 1/6 of the screen

7.2.3. caption contrasts from the background

7.3. Functionality

7.3.1. unpause key

8. Gameover screen

8.1. Visuals

8.1.1. transition to screen animation

8.1.2. gameover caption

8.1.3. restart level button-neutral state, mouse over state, hit state with animation

8.1.4. back to title button- neutral state, mouse over state, hit state with animation ( is applicable)

8.1.5. background graphics

8.1.6. exit screen trasition animation

8.2. Sound

8.2.1. BGM ( non loop)

8.2.2. restart level button - mouse over sound fx, hit sound fx

8.2.3. back to title button - mouse over sound fx, hit sound fx ( if applicable )

8.3. Usability

8.3.1. buttons can be clearly seen

8.3.2. gameover

8.3.3. caption contrasts from background

8.4. Functionality

8.4.1. restart level button and back to title 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 - neutral state, mouse over state and hit state with animation

9.1.4. background graphics

9.1.5. exit screen transition animation

9.1.6. score display and collectables display with icon (if applicable)

9.2. sound

9.2.1. BGM

9.2.2. next level buttom - mouse over sound fx and hit sound fx

9.3. Usability

9.3.1. buttons can be clearly seen

9.3.2. victory caption is positioned at the point of focus (rule of third) and victory caption size occupies at least 1/5 of screen

9.3.3. caption contrasts from background

9.3.4. score display contrast from background ( if applicable)

9.3.5. collectables display with icon contrast from the background (if applicable)

9.4. Functionality

9.4.1. restart level button and back to title button