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Rocket clouds
P1644797 von Mind Map: P1644797

1. Introduction Screen

1.1. If game start = true

1.1.1. Display Studio Logo animation

1.1.2. Display Skip Button animation

1.2. Skip Button Array

1.2.1. If skip button display = true

1.2.1.1. play skip studio animation button - neutral state

1.2.2. if mouse over skip button = true

1.2.2.1. Play skip studio animation button - mouse over state

1.2.3. if mouse over skip button = false

1.2.3.1. Play skip studio animation button - neutral state

1.3. Usability and functionality

1.3.1. 1) Logo Contrast well with background 2) Skip studio animation button

1.4. If skip button is press = true

1.4.1. Go to title screen

1.5. If  skip button is press = false

1.5.1. Play studio logo animation (5 sec)

1.5.1.1. Go to title screen

2. Title Screen

2.1. if title screen = true

2.1.1. play enter screen transition animation

2.2. if title screen animation exit = true

2.2.1. Sound

2.2.1.1. Play Background music

2.2.2. Array of UI objects

2.2.2.1. 1) Game logo graphics 2) Show copyright statement 3) Background graphics

2.3. Title buttons array

2.3.1. Start game button

2.3.1.1. if start game button display = true

2.3.1.1.1. display start game button - neutral state

2.3.1.2. if mouse over start button = true

2.3.1.2.1. play start game button - mouse over state

2.3.1.2.2. play star game button mouse over fx

2.3.1.3. if mouse over start button = false

2.3.1.3.1. play start game button - neutral state

2.3.1.4. if start game button is pressed = true

2.3.1.4.1. Play pressed start animation

2.3.1.4.2. play hit sound fx

2.3.2. Options button

2.3.2.1. if options button display = true

2.3.2.1.1. display options button - neutral state

2.3.2.2. if options button mouse over = true

2.3.2.2.1. play options button - mouse over state

2.3.2.2.2. play options button mouse over fx

2.3.2.3. if options button mouse over = false

2.3.2.3.1. display options button - neutral state

2.3.2.4. if option button is pressed = true

2.3.2.4.1. play credits button pressed animation

2.3.2.4.2. play option button pressed fx

2.3.3. credits button

2.3.3.1. if credit button display = true

2.3.3.1.1. display credit button - neutral state

2.3.3.1.2. if options button mouse over = true

2.3.3.1.3. if options button mouse over = false

2.3.3.1.4. if options button is pressed = true

2.4. Usability and functionality

2.4.1. 1) buttons can be seen clearly 2) Logo is positioned at the point of focus (rules of third) 3) Logo size occupies at least 1/4 of screen 4) Logo contrasts from background 5) Start game button 6) Options button (if applicable) 7) Credits button (if applicable)

3. Credit screen

3.1. if credit screen = true

3.1.1. enter screen transition animation

3.2. if credit animation exit = true

3.2.1. Sound

3.2.1.1. Play background music

3.2.2. Array of UI objects

3.2.2.1. 1) Display name and roles display 2) Source credit display 3) Background graphics

3.3. Credit buttons array

3.3.1. Back button

3.3.1.1. If back button display = true

3.3.1.1.1. display back button - neutral state

3.3.1.2. if back button mouse over state = true

3.3.1.2.1. play back button mouse over state animation

3.3.1.2.2. play back button mouse over fx

3.3.1.3. if back button mouse over state = false

3.3.1.3.1. play back button - neutral state

3.3.1.4. if back button clicked = true

3.3.1.4.1. play back button clicked animation

3.3.1.4.2. play back button hit sound fx

3.4. Usability and functionality

3.4.1. 1) back button can be clearly seen 2) back button position at lower right/lower left of screen 3) back button

4. Gameplay screen

4.1. Visuals - non-diegetic UI

4.1.1. Hp bar/icons

4.1.1.1. Hp bar/ icons decrease feedback animatiom

4.1.1.2. Hp bar / icons increase feedback animaion

4.1.2. Skill / mp bar

4.1.2.1. skill / mp bar decrease feedback animation

4.1.2.2. skill / mp bar increase feedback animation

4.1.3. switch skill icons

4.1.4. score display

4.1.5. money credits display + icon

4.1.6. collectibles display + icon

4.1.7. obtain collectibles feedback animation

4.2. Visuals - Spatial UI

4.2.1. Character damage display number + animation

4.2.2. enemy damage number display + animation

4.2.3. character emotions icons

4.3. Functionality and usability

4.3.1. Hp bar / icons and skill / mp bar

4.3.1.1. 1) Hp bar/icons contrast from all types of background  2) Skill/MP bar contrast from all types of background

4.3.1.2. 1) HP bar/icons + Skill/MP bar height is about 1/5 of the screen 2) HP bar/icons + Skill/MP bar width is about 1/3 of the screen

4.3.1.3. HP bar/icon will increase/decrease with gameplay

4.3.1.4. Skill/MP bar will increase/decrease with gameplay

4.3.2. UI

4.3.2.1. UI is playout with reference to rules of third/golden ratio

4.3.2.2. UI is layout with consideration user reading order

4.3.3. 1) Switch skill icons contrast from all types of backgrounds 2) Skill icons can be switched/toggled

4.3.4. 1) Score display contrast from all types of background 2) Score display updates with gameplay

4.3.5. Money credits display + icons contrast from all types of background

4.3.6. collectibles display + icon contrast from all types of background

4.3.7. damage number displays contrasts from all types of background

4.3.8. money credits display updates with gameplay

4.3.9. collectibles display updates with gameplay

4.4. In-Game general

4.4.1. Design

4.4.1.1. Level 1

4.4.1.1.1. Level 1 layout

4.4.1.1.2. Level 1 enemies placement

4.4.1.2. Level 2

4.4.1.2.1. Level 2 layout

4.4.1.2.2. Level 2 enemies placement

4.4.1.3. Level 3

4.4.1.3.1. Level 3 layout

4.4.1.3.2. Level 3 enemies placement

4.5. Visuals - ingame

4.5.1. Character

4.5.1.1. Start stage animation

4.5.1.2. idle state + animation

4.5.1.3. walk state + animation

4.5.1.4. jump state + animation

4.5.1.5. fall state + animation

4.5.1.6. damage state + animation

4.5.1.7. dying state + animation

4.5.1.8. status effect state(s) + animation

4.5.1.9. attack state(s)  + animation

4.5.1.10. air attack state(s) +  animation

4.5.1.11. damage special fx feedback animation

4.5.1.12. walk special fx feedback animation

4.5.1.13. attack special fx feedback animation

4.5.1.14. fall special fx feedback animation

4.5.1.15. invincibility animation

4.5.1.16. Character collects collectibles special fx animation

4.5.2. collectibles state special fx animation (attractive)

4.5.3. collectible graphics

4.6. Usability

4.6.1. Character is centralized in the middle column

4.6.2. Character is position along the lower line in rules of third

4.6.3. There is sufficient space on the sides for the player to see enemies/obstacles

4.6.4. Character invincibility last 3 secs

4.7. Functionality

4.7.1. movement and action correspond to correct keys

4.7.2. Character hp decreases according to damage figure when hit

4.8. Sound

4.8.1. Background music

4.8.2. Character attack sound fx

4.8.3. Character attack hit enemy sound fx

4.8.4. Character collects collectibles sound fx

4.8.5. Character heals sound fx

5. Level one - tutorial

5.1. Visuals - non-diegetic UI

5.1.1. Movement instructions

5.1.2. Movement keys icons

5.1.3. action/attack instructions

5.1.4. action/attack keys icons

5.1.5. Objectives instructions

5.2. Usability

5.2.1. Movement

5.2.1.1. Instructions contrasts from all types of background

5.2.1.2. Keys icons contrasts from all types of background

5.2.2. Action / attack

5.2.2.1. Instructions contrasts from all types of background

5.2.2.2. Keys icons contrasts from all types of background

5.2.3. Objectives instructions contrasts from all types of background

5.2.4. Instructions

5.2.4.1. Are positioned to capture attention of player

5.2.4.2. Are positioned to not obstruct gameplay

5.2.5. 2 types of fonts or less are used

5.3. Design

5.3.1. Level layout

5.3.2. Enemies placement in level

5.3.3. Collectibles placement in level

5.3.4. Obstacles placement in level

5.3.5. progressive difficulty

5.3.6. placement balance

5.3.7. introduction on new mechanics

5.3.8. theme consistency

5.4. Visuals - game

5.4.1. Enemy

5.4.1.1. idle state + animation

5.4.1.2. walk state + animation

5.4.1.3. jump state + animation

5.4.1.4. fall state + animation

5.4.1.5. damage state + animation

5.4.1.6. dying state + animation

5.4.1.7. status effect state(s) + animation

5.4.1.8. damage special fx feedback animation

5.4.2. Character asset

5.4.2.1. attack special fx feedback animation

5.4.3. obstacles assets

5.4.4. Background layer

5.4.4.1. layer 1 graphics

5.4.4.2. layer 2 graphics

5.4.5. gameplay level

5.4.5.1. ground graphics

5.4.5.2. platform graphics

5.5. Sound

5.5.1. Background music

5.5.2. Enemy attack sound fx

5.5.3. Enemy attack hit character sound fx

5.5.4. Character collects collectibles sound fx

5.6. Functionality

5.6.1. Background

5.6.1.1. Layer 1 scrolling

5.6.1.2. Layer 2 scrolling

5.6.2. Gameplay level

5.6.2.1. ground scrolling

5.6.2.2. Platform scrolling

5.6.3. Enemy AI

5.6.3.1. Movement is present

5.6.3.2. attack is present

5.6.3.3. action is present

6. Level 2

6.1. Visuals - non-diegetic UI

6.1.1. new mechanics instructions

6.1.2. objectives instructions

6.2. Usability

6.2.1. New mechanics instructions contrasts from all background types

6.2.2. Objectives instructions contrasts from all types of background

6.2.3. Instructions

6.2.3.1. Positioned to capture attention of player

6.2.3.2. Position to not obstruct gameplay

6.2.4. 2 type of fonts or less are used

6.3. Design

6.3.1. Level layout

6.3.2. Enemies placement in level

6.3.3. Collectibles placement in level

6.3.4. Obstacles placement

6.3.5. Progressive difficulty

6.3.6. Placement balance

6.3.7. Introduction on mechanics extension/ new mechanics

6.3.8. Theme consistency

6.4. Visuals - game

6.4.1. Enemy

6.4.1.1. idle state + animation

6.4.1.2. walk state + animation

6.4.1.3. jump state + animation

6.4.1.4. fall state + animation

6.4.1.5. damage state + animation

6.4.1.6. dying state + animation

6.4.1.7. status effect state(s) + animation

6.4.1.8. damage special fx feedback animation

6.4.2. Character

6.4.2.1. attack special fx feedback animation

6.4.3. obstacles assets

6.4.4. Background

6.4.4.1. Layer 1 graphics

6.4.4.2. Layer 2 graphics

6.4.5. gameplay level

6.4.5.1. ground graphics

6.4.5.2. platform graphics

6.5. Sound

6.5.1. Background music

6.5.2. enemy attack sound fx

6.5.3. enemy attack hit character sound fx

6.5.4. character collects collectibles sound fx

6.6. Functionality

6.6.1. Background

6.6.1.1. Layer 1 scrolling

6.6.1.2. Layer 2 scrolling

6.6.2. Gameplay

6.6.2.1. ground scrolling

6.6.2.2. platform scrolling

6.6.3. Enemy AI

6.6.3.1. Movement is present

6.6.3.2. Attack is present

6.6.3.3. Action is present

7. Level 3

7.1. Visuals - non-diegetic UI

7.1.1. New mechanics instruction

7.1.2. theme consistency

7.1.3. Objectives instructions

7.2. Usability

7.2.1. New mechanics instructions contrasts from all types of background

7.2.2. Objectives instructions contrasts from all types of background

7.2.3. Instruction

7.2.3.1. positioned to capture attention of player

7.2.3.2. position to not obstruct gameplay

7.2.4. 2 types of fonts or less are used

7.3. Design

7.3.1. Level layout

7.3.2. Enemies placement in level

7.3.3. Collectables placement in level

7.3.4. obstacles placement

7.3.5. progressive difficulty

7.3.6. placement balance

7.3.7. introduction on mechanics extension

7.4. Visuals - game

7.4.1. enemy

7.4.1.1. idle state + animation

7.4.1.2. walk state + animation

7.4.1.3. jump state + animation

7.4.1.4. fall state + animation

7.4.1.5. damage state + animation

7.4.1.6. dying state + animation

7.4.1.7. status effect state(s) + animation

7.4.1.8. damage special fx feedback animation

7.4.2. Character attack special fx feedback animation

7.4.3. obstacles assets

7.4.4. Background

7.4.4.1. layer 1 graphics

7.4.4.2. layer 2 graphics

7.4.4.3. layer 1 scrolling

7.4.4.4. layer 2 scrolling

7.4.5. Gameplay level

7.4.5.1. ground graphics

7.4.5.2. platform graphics

7.5. Sound

7.5.1. Background music

7.5.2. Enemy attack sound fx

7.5.3. Enemy attack hit character sound fx

7.5.4. Character collects collectibles sound fx

7.6. Functionality

7.6.1. Background

7.6.1.1. Layer 1 scrolling

7.6.1.2. Layer 2 scrolling

7.6.2. Gameplay level

7.6.2.1. ground scrolling

7.6.2.2. platform scrolling

7.6.3. Enemy AI

7.6.3.1. Movement is present

7.6.3.2. Attack is present

7.6.3.3. Action is present

8. Pause screen

8.1. Visuals - UI

8.1.1. Darken screen

8.1.2. Pause caption

8.1.3. Instructions to unpause

8.2. Usability

8.2.1. Pause caption can be clearly seen

8.2.2. Instructions can be clearly seen

8.2.3. Pause caption

8.2.3.1. positioned at point of focus (rules of third)

8.2.3.2. Occupies at least 1/6 of screen

8.2.4. Caption contrasts from background

8.3. Functionality

8.3.1. unpause key

9. Gameover screen

9.1. Visuals

9.1.1. transition to screen animation

9.1.2. gameover caption

9.1.3. Restart level button

9.1.3.1. show restart level button = true

9.1.3.1.1. Restart button neutral state

9.1.3.2. Restart level mouse over button = true

9.1.3.2.1. Play mouse over state animation

9.1.3.2.2. Mouse over sound fx

9.1.3.3. Restart level mouse over button = false

9.1.3.3.1. Restart button neutral state

9.1.3.4. Restart level mouse click = true

9.1.3.4.1. play hit state animation

9.1.3.4.2. hit sound fx

9.1.4. Back to title button

9.1.4.1. Show back to title button = true

9.1.4.1.1. Back to title button - neutral state

9.1.4.2. Back to title button mouse over = true

9.1.4.2.1. Play mouse over state animation

9.1.4.2.2. Mouse over sound fx

9.1.4.3. Back to title mouse over button = false

9.1.4.3.1. Neutral state back to title button

9.1.4.4. Back to title mouse click = true

9.1.4.4.1. Play hit state animation

9.1.4.4.2. Hit sound fx

9.2. background music (non loop)

9.3. Usability

9.3.1. buttons can be clearly seen

9.3.2. game over caption

9.3.2.1. Positioned at point of focus (rules of third)

9.3.2.2. Occupies at least 1/5 of screen

9.3.2.3. Contrasts from background

9.4. Functionality

9.4.1. Restart level button

9.4.2. Back to title button

10. Victory screen

10.1. Visuals

10.1.1. Transition to screen animation

10.1.2. Exit screen transition animation

10.1.3. Victory caption

10.1.4. Next level button show = true

10.1.4.1. neutral state

10.1.5. Next level button mouse over =true

10.1.5.1. Play mouse over animation

10.1.5.2. Mouse over sound fx

10.1.6. Next level button mouse over = false

10.1.6.1. Neutral state

10.1.7. Next level button click = true

10.1.7.1. play hit state animation

10.1.7.1.1. Go to next level

10.1.7.2. Play hit sound fx

10.1.8. Background graphics

10.1.9. Score display

10.1.10. Collectables display + icon

10.2. Background music

10.3. Usability

10.3.1. Buttons can be clearly seen

10.3.2. Victory caption

10.3.2.1. positioned at point of focus (rules of third)

10.3.2.2. size occupies at least 1/5 of screen

10.3.2.3. constrasts from background

10.3.3. Score display contrast from background (if applicable)

10.3.4. Collectables display + icon contrast from backround (if applicable)

10.4. Functionality

10.4.1. Restart level button

10.4.2. Back to title button