[Platform Game] Game Start if skip button neutral state or skip button mouse over state=true goto...

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[Platform Game] Game Start if skip button neutral state or skip button mouse over state=true goto title screen else goto studio logo animation von Mind Map: [Platform Game] Game Start if skip button neutral state or skip button mouse over state=true goto title screen else goto studio logo animation

1. credits screen

1.1. visual

1.1.1. show enter screen transition animation

1.1.1.1. names and roles display

1.1.1.2. source credit display

1.1.2. background graphics

1.1.3. back button

1.1.3.1. neutral state

1.1.3.2. (if mouse over back button)

1.1.3.2.1. mouse over state

1.1.3.3. (if mouse clicks back button)

1.1.3.3.1. hit state + animation

1.2. sound

1.2.1. play BGM

1.2.2. back button

1.2.2.1. (if mouse over back button)

1.2.2.1.1. play mouse over sound fx

1.2.2.2. (if mouse clicks back button)

1.2.2.2.1. play hit sound fx

1.3. usability

1.3.1. back button can be clearly seen

1.3.2. back button positioned at lower right/ lower left of screen

1.4. functionality

1.4.1. (if mouse clicks back button)

1.4.1.1. goto title screen

2. studio logo animation [5 Seconds] (Visuals, Functionality)

2.1. logo contrast well with background (Usability)

2.1.1. after studio logo animation finishes goto title screen

3. title screen

3.1. visual

3.1.1. show enter screen transition animation

3.1.1.1. show game logo graphics

3.1.2. show copyright statement

3.1.2.1. show exit screen transition animation

3.1.3. start game button

3.1.3.1. neutral state

3.1.3.2. (if mouse over start game button)

3.1.3.2.1. mouse over state

3.1.3.3. (if mouse clicks start game button)

3.1.3.3.1. hit state + animation

3.1.4. options button

3.1.4.1. neutral state

3.1.4.2. (if mouse over options button)

3.1.4.2.1. mouse over state

3.1.4.3. (if mouse clicks options button)

3.1.4.3.1. hit state + animation

3.1.5. credits button

3.1.5.1. neutral state

3.1.5.2. (if mouse over credits button)

3.1.5.2.1. mouse over state

3.1.5.3. (if mouse clicks credits button)

3.1.5.3.1. hit state + animation

3.1.6. show background graphics

3.2. sound

3.2.1. play BGM

3.2.2. start game button

3.2.2.1. (if mouse over start game button)

3.2.2.1.1. play mouse over sound fx

3.2.2.2. (if mouse clicks start game button)

3.2.2.2.1. play hit sound fx

3.2.3. options button

3.2.3.1. (if mouse over options button)

3.2.3.1.1. play mouse over sound fx

3.2.3.2. (if mouse clicks options button)

3.2.3.2.1. play hit sound fx

3.2.4. credits button

3.2.4.1. (if mouse over credits button)

3.2.4.1.1. play mouse over sound fx

3.2.4.2. (if mouse clicks credits button)

3.2.4.2.1. play hit sound fx

3.3. usability

3.3.1. buttons can be clearly seen

3.3.2. logo is positioned at point of focus (rules of third)

3.3.3. logo size occupies at least 1/4 of screen

3.3.4. logo contrasts from background

3.4. functionality

3.4.1. (if mouse clicks start game button)

3.4.1.1. goto gameplay screen

3.4.2. (if mouse clicks options button)

3.4.2.1. goto options screen

3.4.3. (if mouse clicks credits button)

3.4.3.1. goto credits screen

4. gameplay screen

4.1. visuals - non-diegetic UI

4.1.1. HP Bar/Icons

4.1.1.1. (if health reduced)

4.1.1.1.1. play decrease feedback animation

4.1.1.2. (if health gained)

4.1.1.2.1. play increase feedback animation

4.1.2. SKILL / MP Bar

4.1.2.1. (if mana reduced)

4.1.2.1.1. play decrease feedback animation

4.1.2.2. (if mana gained)

4.1.2.2.1. play increase feedback animation

4.1.3. switch skill icons

4.1.4. score display

4.1.5. money credits display + icon

4.1.6. collectables display + icon

4.1.6.1. (if character gets a collectable)

4.1.6.1.1. play obtain collectables feedback animation

4.2. visuals - spatial UI

4.2.1. (if character is damaged)

4.2.1.1. show character damage number display + animation

4.2.2. (if enemy is damaged)

4.2.2.1. show enemy damage number display + animation

4.2.3. character emotions icons

4.3. usability

4.3.1. contrast from all types of background

4.3.1.1. HP Bar/Icons

4.3.1.2. SKILL / MP Bar

4.3.1.3. switch skill icons

4.3.1.4. score display

4.3.1.5. money credits display + icons

4.3.1.6. collectables display + icons

4.3.1.7. damage number display

4.3.2. HP bar/icons + SKILL / MP Bar

4.3.2.1. height is about 1/5 of screen

4.3.2.2. width is about 1/3 of screen

4.3.3. UI Layout

4.3.3.1. reference to rules of third/golden ratio

4.3.3.2. consideration of user reading order

4.4. functionality

4.4.1. HP Bar/Icons

4.4.1.1. (if health reduced)

4.4.1.1.1. health decreases

4.4.1.2. (if health gained)

4.4.1.2.1. health increases

4.4.2. SKILL / MP Bar

4.4.2.1. (if mana reduced)

4.4.2.1.1. mana decreases

4.4.2.2. (if mana gained)

4.4.2.2.1. mana increases

4.4.3. Skill icons

4.4.3.1. able to be switched / toggled

4.4.4. updates along gameplay

4.4.4.1. score display

4.4.4.2. money credits display

4.4.4.3. collectables display

4.5. in-game general

4.5.1. design

4.5.1.1. level one

4.5.1.1.1. spawn level one enemies' in fixed placement

4.5.1.2. level two

4.5.1.2.1. spawn level two enemies' in fixed placement

4.5.1.3. level three

4.5.1.3.1. spawn level three enemies' in fixed placement

4.5.2. visuals - ingame

4.5.2.1. (if character enters a stage)

4.5.2.1.1. play start stage animation

4.5.2.2. (if character is not moving)

4.5.2.2.1. show idle state + play animation

4.5.2.3. (if character is walking)

4.5.2.3.1. show walk state + play animation

4.5.2.4. (if character is jumping)

4.5.2.4.1. show jump state + play animation

4.5.2.5. (if character is falling)

4.5.2.5.1. show fall state + play animation

4.5.2.6. (if character is taking damage)

4.5.2.6.1. show damage state + play animation

4.5.2.7. (if character is dying)

4.5.2.7.1. show dying state + play animation

4.5.2.8. (if character is attacking)

4.5.2.8.1. show attack state + play animation

4.5.2.9. (if character gets status effect(s))

4.5.2.9.1. show status effect state + play animation

4.5.2.10. (if character is air attacking)

4.5.2.10.1. show air attacking state + play animaton

4.5.2.11. (if character is invincible)

4.5.2.11.1. play invincibility animation

4.5.2.12. (if character collects collectable)

4.5.2.12.1. show collectable graphics

4.5.3. usability

4.5.3.1. character

4.5.3.1.1. centralised in middle column

4.5.3.1.2. positioned along the lower line in rules of third

4.5.3.1.3. invincibility last 3 seconds

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

4.5.4. functionality

4.5.4.1. (if movement key is pressed)

4.5.4.1.1. move according to direction pressed

4.5.4.2. (if attack key is pressed)

4.5.4.2.1. character attacks

4.5.4.3. (if character is hit)

4.5.4.3.1. character hp decreases according to damage figure

4.5.5. sound

4.5.5.1. play BGM

4.5.5.2. (if character attacks)

4.5.5.2.1. play character attack sound fx

4.5.5.3. (if character successfully hits enemy)

4.5.5.3.1. play character attack hit enemy sound fx

4.5.5.4. (if character collects a collectable)

4.5.5.4.1. play character collects collectables sound fx

4.5.5.5. (if character heals)

4.5.5.5.1. play character heals sound fx

4.6. level one - tutorial

4.6.1. visuals - non-diegetic UI

4.6.1.1. show movement instructions

4.6.1.2. show movement key icons

4.6.1.3. show action/attack instructions

4.6.1.4. show action/attack keys icons

4.6.1.5. show objectives instructions

4.6.2. usability

4.6.2.1. contrasts from all types of background

4.6.2.1.1. movement instructions

4.6.2.1.2. movement key icons

4.6.2.1.3. action/attack instructions

4.6.2.1.4. action/attack key icons

4.6.2.1.5. objectives instructions

4.6.2.2. instructions

4.6.2.2.1. positioned to capture attention of player

4.6.2.2.2. not to obstruct gameplay

4.6.2.3. 2 types of font or less are used

4.6.3. design

4.6.3.1. level layout

4.6.3.1.1. enemies placement in level

4.6.3.1.2. collectables placement in level

4.6.3.1.3. obstacles placement

4.6.3.1.4. placement balance

4.6.3.2. progressive difficulty

4.6.3.3. introduction on new mechanics

4.6.3.4. theme consistency

4.6.4. visuals - game

4.6.4.1. (if enemy is not moving)

4.6.4.1.1. show idle state + play animation

4.6.4.2. (if enemy is walking)

4.6.4.2.1. show walk state + play animation

4.6.4.3. (if enemy is jumping)

4.6.4.3.1. show jump state + play animation

4.6.4.4. (if enemy is falling)

4.6.4.4.1. show fall state + play animation

4.6.4.5. (if enemy is taking damage)

4.6.4.5.1. show damage state + play animation

4.6.4.6. (if enemy is dying)

4.6.4.6.1. show dying state + play animation

4.6.4.7. (if enemy gets status effect(s))

4.6.4.7.1. show status effect state + play animation

4.6.4.8. (if character is attacking)

4.6.4.8.1. show attack state + play animation

4.6.4.9. obstacle assets

4.6.4.10. background graphics

4.6.4.10.1. layer 1

4.6.4.10.2. layer 2

4.6.4.11. gameplay level

4.6.4.11.1. ground graphics

4.6.4.11.2. platform graphics

4.6.5. sound

4.6.5.1. play level 1 BGM

4.6.5.2. (if enemy attacks)

4.6.5.2.1. play enemy attack sound fx

4.6.5.3. (if enemy attacks successful on character)

4.6.5.3.1. play enemy attack hit character sound fx

4.6.5.4. (if character collects collectables)

4.6.5.4.1. play character collects collectables sound fx

4.6.6. functionality

4.6.6.1. scrolling

4.6.6.1.1. background layer 1

4.6.6.1.2. background layer 2

4.6.6.1.3. gameplay level - ground

4.6.6.1.4. gameplay level - platform

4.6.6.2. enemy A.I.

4.6.6.2.1. movement is present

4.6.6.2.2. attack is present

4.6.6.2.3. action is present

4.7. level two

4.7.1. visuals - non-diegetic UI

4.7.1.1. new mechanics instructions

4.7.1.2. objectives instructions

4.7.2. usability

4.7.2.1. contrasts from all types of background

4.7.2.1.1. new mechanics instructions

4.7.2.1.2. objectives instructions

4.7.2.2. instructions

4.7.2.2.1. positioned to capture attention of player

4.7.2.2.2. not to obstruct gameplay

4.7.2.3. 2 types of font or less are used

4.7.3. design

4.7.3.1. level layout

4.7.3.1.1. enemies placement in level

4.7.3.1.2. collectables placement in level

4.7.3.1.3. obstacles placement

4.7.3.1.4. placement balance

4.7.3.2. progressive difficulty

4.7.3.3. introduction on new mechanics / mechanics extension

4.7.3.4. theme consistency

4.7.4. visuals - game

4.7.4.1. (if enemy is not moving)

4.7.4.1.1. show idle state + play animation

4.7.4.2. (if enemy is walking)

4.7.4.2.1. show walk state + play animation

4.7.4.3. (if enemy is jumping)

4.7.4.3.1. show jump state + play animation

4.7.4.4. (if enemy is falling)

4.7.4.4.1. show fall state + play animation

4.7.4.5. (if enemy is taking damage)

4.7.4.5.1. show damage state + play animation

4.7.4.6. (if enemy is dying)

4.7.4.6.1. show dying state + play animation

4.7.4.7. (if enemy gets status effect(s))

4.7.4.7.1. show status effect state + play animation

4.7.4.8. (if character is attacking)

4.7.4.8.1. show attack state + play animation

4.7.4.9. obstacle assets

4.7.4.10. background graphics

4.7.4.10.1. layer 1

4.7.4.10.2. layer 2

4.7.4.11. gameplay level

4.7.4.11.1. ground graphics

4.7.4.11.2. platform graphics

4.7.5. sound

4.7.5.1. play level 2 BGM

4.7.5.2. (if enemy attacks)

4.7.5.2.1. play enemy attack sound fx

4.7.5.3. (if enemy attacks successful on character)

4.7.5.3.1. play enemy attack hit character sound fx

4.7.5.4. (if character collects collectables)

4.7.5.4.1. play character collects collectables sound fx

4.7.6. functionality

4.7.6.1. scrolling

4.7.6.1.1. background layer 1

4.7.6.1.2. background layer 2

4.7.6.1.3. gameplay level - ground

4.7.6.1.4. gameplay level - platform

4.7.6.2. enemy A.I.

4.7.6.2.1. movement is present

4.7.6.2.2. attack is present

4.7.6.2.3. action is present

4.8. level three

4.8.1. visuals - non-diegetic UI

4.8.1.1. new mechanics instructions

4.8.1.2. objectives instructions

4.8.2. usability

4.8.2.1. contrasts from all types of background

4.8.2.1.1. new mechanics instructions

4.8.2.1.2. objectives instructions

4.8.2.2. instructions

4.8.2.2.1. positioned to capture attention of player

4.8.2.2.2. not to obstruct gameplay

4.8.2.3. 2 types of font or less are used

4.8.3. design

4.8.3.1. level layout

4.8.3.1.1. enemies placement in level

4.8.3.1.2. collectables placement in level

4.8.3.1.3. obstacles placement

4.8.3.1.4. placement balance

4.8.3.2. progressive difficulty

4.8.3.3. introduction on new mechanics

4.8.3.4. theme consistency

4.8.4. visuals - game

4.8.4.1. (if enemy is not moving)

4.8.4.1.1. show idle state + play animation

4.8.4.2. (if enemy is walking)

4.8.4.2.1. show walk state + play animation

4.8.4.3. (if enemy is jumping)

4.8.4.3.1. show jump state + play animation

4.8.4.4. (if enemy is falling)

4.8.4.4.1. show fall state + play animation

4.8.4.5. (if enemy is taking damage)

4.8.4.5.1. show damage state + play animation

4.8.4.6. (if enemy is dying)

4.8.4.6.1. show dying state + play animation

4.8.4.7. (if enemy gets status effect(s))

4.8.4.7.1. show status effect state + play animation

4.8.4.8. (if character is attacking)

4.8.4.8.1. show attack state + play animation

4.8.4.9. obstacle assets

4.8.4.10. background graphics

4.8.4.10.1. layer 1

4.8.4.10.2. layer 2

4.8.4.11. gameplay level

4.8.4.11.1. ground graphics

4.8.4.11.2. platform graphics

4.8.5. sound

4.8.5.1. play level 3 BGM

4.8.5.2. (if enemy attacks)

4.8.5.2.1. play enemy attack sound fx

4.8.5.3. (if enemy attacks successful on character)

4.8.5.3.1. play enemy attack hit character sound fx

4.8.5.4. (if character collects collectables)

4.8.5.4.1. play character collects collectables sound fx

4.8.6. functionality

4.8.6.1. scrolling

4.8.6.1.1. background layer 1

4.8.6.1.2. background layer 2

4.8.6.1.3. gameplay level - ground

4.8.6.1.4. gameplay level - platform

4.8.6.2. enemy A.I.

4.8.6.2.1. movement is present

4.8.6.2.2. attack is present

4.8.6.2.3. action is present

5. pause screen

5.1. visuals - UI

5.1.1. (if user presses pause key)

5.1.1.1. darken screen

5.1.1.1.1. pause caption

5.1.1.1.2. instructions to unpuase

5.2. usability

5.2.1. pause caption can be clearly seen

5.2.2. instructions can be clearly seen

5.2.3. pause caption positioned at point of focus (rules of third)

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

5.2.5. caption contrasts from background

5.3. functionality

5.3.1. unpause key

6. gameover screen

6.1. visuals

6.1.1. (if character dies)

6.1.1.1. play transition to game over screen animation

6.1.1.1.1. game over caption

6.1.1.1.2. restart level button

6.1.1.1.3. back to title button

6.1.1.1.4. background graphics

6.2. sound

6.2.1. play BGM

6.2.2. restart level button

6.2.2.1. (if mouse over restart button)

6.2.2.1.1. play mouse over sound fx

6.2.2.2. (if mouse clicks restart button)

6.2.2.2.1. play hit sound fx

6.2.3. back to title button

6.2.3.1. (if mouse over back to title button)

6.2.3.1.1. play mouse over sound fx

6.2.3.2. (if mouse clicks back to title button)

6.2.3.2.1. play hit sound fx

6.3. usability

6.3.1. buttons can be clearly seen

6.3.2. game over caption is positioned at point of focus (rules of third)

6.3.3. game over caption size occupies at least 1/5 of screen

6.3.4. caption contrasts from background

6.4. functionality

6.4.1. restart level button

6.4.2. back to title button

7. victory screen

7.1. visuals

7.1.1. (if level completed)

7.1.1.1. play transition to victory screen animation

7.1.1.1.1. victory caption

7.1.1.1.2. next level button

7.1.1.1.3. background graphics

7.1.1.1.4. score display

7.1.1.1.5. collectables display + icon

7.2. sound

7.2.1. play BGM

7.2.2. restart level button

7.2.2.1. (if mouse over next level button)

7.2.2.1.1. play mouse over sound fx

7.2.2.2. (if mouse clicks level button)

7.2.2.2.1. play hit sound fx

7.3. usability

7.3.1. buttons can be clearly seen

7.3.2. victory caption is positioned at point of focus (rules of third)

7.3.3. victory caption size occupies at least 1/5 of screen

7.3.4. caption contrasts from background

7.3.5. score display contrast from background

7.3.6. collectables display + icon contrast from background

7.4. functionality

7.4.1. restart level button

7.4.2. back to title button