Game Checklist

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Rocket clouds
Game Checklist von Mind Map: Game Checklist

1. INTRO SCREEN

1.1. VIsuals

1.1.1. 5 second logo animation

1.1.1.1. skip animation button

1.1.1.1.1. neutral

1.1.1.1.2. mouse over

1.2. Usablity

1.2.1. logo contrast with background

1.3. Functionality

1.3.1. skip studio animation button

2. TITLE SCREEN

2.1. Visuals

2.1.1. enter screen transition animation

2.1.2. game logo graphics

2.1.3. start game button

2.1.3.1. neutral

2.1.3.2. mouse over

2.1.3.3. hit + animation

2.1.4. options button

2.1.4.1. neutral

2.1.4.2. mouse over

2.1.4.3. hit state + animation

2.1.5. credits  button

2.1.5.1. Neutral

2.1.5.2. mouse over

2.1.5.3. hit state + animation

2.1.6. background graphicvs

2.1.7. exit screen transition animation

2.2. Sound

2.2.1. BGM

2.2.2. start game button

2.2.2.1. mouse over sound

2.2.2.2. hit sound

2.2.3. options button

2.2.3.1. mouse over sound

2.2.3.2. hit sound

2.2.4. credits button

2.2.4.1. mouse over sound

2.2.4.2. hit sound

2.3. Usablity

2.3.1. buttons clearly seen

2.3.2. logo is at point of focus ( rules of third )

2.3.3. logo occupies 1/4 of screen

2.3.4. logo contrast background

2.4. Functionality

2.4.1. start game buttion

2.4.2. options button

2.4.3. credits button

3. CREDIT SCEEN

3.1. Visuals

3.1.1. enter screen animation

3.1.2. names and roles display

3.1.3. source credit display

3.1.4. back button

3.1.4.1. neutral

3.1.4.2. mouse over state

3.1.4.3. hit state  + animation

3.1.5. background graphics

3.1.6. exit screen transition animation

3.2. Sound

3.2.1. BGM

3.2.2. back button

3.2.2.1. mouse over sound

3.2.2.2. hit siound

3.3. Usability

3.3.1. back button

3.3.1.1. clearly seen

3.3.1.2. positioned at lower right/left of screen

3.4. Functionality

3.4.1. back button

4. GAMEPLAY SCREEN

4.1. VIsuals

4.1.1. Non-diegetic UI

4.1.1.1. HP Bar

4.1.1.1.1. icons

4.1.1.1.2. decrease feedback animation

4.1.1.1.3. increase feedback animation

4.1.1.2. Skill/MP

4.1.1.2.1. Icon

4.1.1.2.2. decrease feedback animation

4.1.1.2.3. increase feedback animation

4.1.1.3. switch skill icons

4.1.1.4. score display

4.1.1.5. money credits display + icon

4.1.1.6. collectables

4.1.1.6.1. display + icon

4.1.1.6.2. obtain feedback animation

4.1.2. Spatial UI

4.1.2.1. character damage

4.1.2.1.1. number display

4.1.2.1.2. animation

4.1.2.2. enemy damage

4.1.2.2.1. number display

4.1.2.2.2. animation

4.1.2.3. character emotions icons

4.2. Usablity

4.2.1. HP bar

4.2.1.1. contrast from all types of background

4.2.1.2. height is 1/5 of screen

4.2.1.3. width is 1/3 of screen

4.2.2. MP/Skill bar

4.2.2.1. contrast from all types of background

4.2.2.2. height is 1/5 of screen

4.2.2.3. width is 1/3 of screen

4.2.3. contrast from background

4.2.3.1. switch skill icon

4.2.3.2. score display

4.2.3.3. money credits display + icon

4.2.3.4. collectables display + icon

4.2.4. UI layout

4.2.4.1. reference to the rule of third or the golden rule

4.2.4.2. considered user reading order

4.2.5. damage number display contrast all type of background

4.3. Functionality

4.3.1. Bar

4.3.1.1. HP/MP/Skill

4.3.1.1.1. increase

4.3.1.1.2. decrease

4.3.1.2. skill icons can be switched/ toggled

4.3.1.3. score display update with gameplay

4.3.1.4. money credits display updates with gameplay

4.3.1.5. collectables display updates with gameplay

4.4. In-game

4.4.1. Design

4.4.1.1. Layout

4.4.1.1.1. Level 1

4.4.1.1.2. Level 2

4.4.1.1.3. Level 3

4.4.1.2. Enemy placement

4.4.1.2.1. Level 1

4.4.1.2.2. Level 2

4.4.1.2.3. Level 3

4.4.2. Visuals

4.4.2.1. Character asset

4.4.2.1.1. animations

4.4.2.1.2. collectables

4.4.3. Usability

4.4.3.1. character

4.4.3.1.1. centralised in the middle column

4.4.3.1.2. positioned along the lower line in rule of thirds

4.4.3.1.3. able to see enemies/obstacles on either side

4.4.3.1.4. invincibility lasts 3 seconds

4.4.4. Functionality

4.4.4.1. movement correspond to correct keys

4.4.4.2. character hp decreases according to figure when hit

4.4.5. Sound

4.4.5.1. BGM

4.4.5.2. character attack sound fx

4.4.5.3. character attack hit enemy sound fx

4.4.5.4. character collects collectables sound fx

4.4.5.5. character heals sound fx

5. LEVEL 1 TUTORIAL

5.1. Visuals

5.1.1. Non-diegetic UI

5.1.1.1. instructions

5.1.1.1.1. movement

5.1.1.1.2. action/attack

5.1.1.1.3. objectives

5.1.1.2. icons

5.1.1.2.1. movement key

5.1.1.2.2. action/attack

5.2. Usability

5.2.1. contrast from background

5.2.1.1. movement

5.2.1.1.1. instructions

5.2.1.1.2. icons

5.2.1.2. action/attack

5.2.1.2.1. instructions

5.2.1.2.2. icons

5.2.1.3. objectives

5.2.1.3.1. instructions

5.2.2. instructions

5.2.2.1. positioned to capture player attention

5.2.2.2. positioned to not distract gameplay

5.2.2.3. 2 or less fonts used

5.3. Design

5.3.1. level

5.3.1.1. layout

5.3.1.2. enemy palcement

5.3.1.3. collectables placement

5.3.1.4. obstacles placement

5.3.1.5. progressive difficulty

5.3.1.6. palcement balance

5.3.1.7. introduction on new mechanics

5.3.1.8. theme consistancy

5.4. Visuals

5.4.1. enemy asset(s)

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(s)

5.4.1.8. damage special fx feedback animation

5.4.2. character assets

5.4.2.1. attack special fx feedback animation

5.4.3. obstacles assets

5.4.4. background layer 1/2 graphics

5.4.5. gameplay level

5.4.5.1. ground graphics

5.4.5.2. platform graphics

5.5. Sound

5.5.1. enemy

5.5.1.1. attack sound fx

5.5.1.2. enemy attack hit character sound fx

5.5.2. character

5.5.2.1. collects collectables sound fx

5.5.3. background layer 1/2 scrolling

5.5.4. gameplay level

5.5.4.1. ground scrolling

5.5.4.2. platform scrolling

5.5.5. enemy A.I.

5.5.5.1. movement is present

5.5.5.2. attack is present

5.5.5.3. action is present

5.6. Design

5.6.1. level

5.6.1.1. layout

5.6.1.2. enemy palcement

5.6.1.3. collectables placement

5.6.1.4. obstacles placement

5.6.1.5. progressive difficulty

5.6.1.6. palcement balance

5.6.1.7. introduction on new mechanics

5.6.1.8. theme consistancy

5.7. Functionality

5.7.1. theme consistancy

5.7.2. introduction on new mechanics

5.7.3. palcement balance

5.7.4. progressive difficulty

5.7.5. obstacles placement

5.7.6. collectables placement

5.7.7. enemy palcement

5.7.8. layout

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. contrast from all types of background

6.2.1.1. new mechanic instructions

6.2.1.2. objectives instructions

6.2.2. instructions

6.2.2.1. positioned to capture attention

6.2.2.2. positioned to not obstruct gameplay

6.2.3. 2 or less fonts used

6.3. Design

6.3.1. level

6.3.1.1. layout

6.3.1.2. enemy palcement

6.3.1.3. collectables placement

6.3.1.4. obstacles placement

6.3.1.5. progressive difficulty

6.3.1.6. palcement balance

6.3.1.7. introduction on new mechanics

6.3.1.8. theme consistancy

6.4. Visuals

6.4.1. enemy asset(s)

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(s)

6.4.1.8. damage special fx feedback animation

6.4.2. character assets

6.4.2.1. attack special fx feedback animation

6.4.3. obstacles assets

6.4.4. background layer 1/2 graphics

6.4.5. gameplay level

6.4.5.1. ground graphics

6.4.5.2. platform graphics

6.5. Sound

6.5.1. BGM

6.5.2. enemy attack sound fx

6.5.3. enemy attack hit character sound fx

6.5.4. character collects collectables sound fx

6.6. Functionality

6.6.1. theme consistancy

6.6.2. introduction on new mechanics

6.6.3. palcement balance

6.6.4. progressive difficulty

6.6.5. obstacles placement

6.6.6. collectables placement

6.6.7. enemy palcement

6.6.8. layout

7. LEVEL 3

7.1. Visuals Non-diegetic UI

7.1.1. new mechanics instructions

7.1.2. objectives instructions

7.2. Usability

7.2.1. contrast from all types of background

7.2.1.1. new mechanic instructions

7.2.1.2. objectives instructions

7.2.2. instructions

7.2.2.1. positioned to capture attention

7.2.2.2. positioned to not obstruct gameplay

7.2.3. 2 or less fonts used

7.3. Design

7.3.1. level

7.3.1.1. layout

7.3.1.2. enemy palcement

7.3.1.3. collectables placement

7.3.1.4. obstacles placement

7.3.1.5. progressive difficulty

7.3.1.6. palcement balance

7.3.1.7. introduction on new mechanics

7.3.1.8. theme consistancy

7.4. Visuals

7.4.1. enemy asset(s)

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(s)

7.4.1.8. damage special fx feedback animation

7.4.2. character assets

7.4.2.1. attack special fx feedback animation

7.4.3. obstacles assets

7.4.4. background layer 1/2 graphics

7.4.5. gameplay level

7.4.5.1. ground graphics

7.4.5.2. platform graphics

7.5. Functionality

7.5.1. theme consistancy

7.5.2. introduction on new mechanics

7.5.3. palcement balance

7.5.4. progressive difficulty

7.5.5. obstacles placement

7.5.6. collectables placement

7.5.7. enemy palcement

7.5.8. layout

7.6. Sound

7.6.1. BGM

7.6.2. enemy attack sound fx

7.6.3. enemy attack hit character sound fx

7.6.4. character collects collectables sound fx

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 seen

8.2.2. instructions can be seen

8.2.3. pause caption to be positioned at point of focus

8.2.4. pause caption at least 1/6 of screen

8.2.5. caption contrasts background

8.3. Functionality

8.3.1. unpause key

9. GAME OVER SCREEN

9.1. Visuals

9.1.1. transition to screen animation

9.1.2. game over caption

9.1.3. restart level button

9.1.3.1. neutral state

9.1.3.2. mouse over state

9.1.3.3. hit state + animation

9.1.4. back to title

9.1.4.1. neutral state

9.1.4.2. mouse over state

9.1.4.3. hit state + animation

9.1.5. background graphics

9.1.6. exit screen transition animation

9.2. Sound

9.2.1. BGM (non-loop)

9.2.2. restart level button

9.2.2.1. mouse over sound fx

9.2.2.2. hit sound fx

9.2.3. back to title button

9.2.3.1. mouse over sound fx

9.2.3.2. hit sound fx

9.3. Usablity

9.3.1. buttons can be clearly seen

9.3.2. game over caption

9.3.2.1. positioned at point of focus

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. victory caption

10.1.3. next level button

10.1.3.1. neutral state

10.1.3.2. mouse over state

10.1.3.3. hit state + animation

10.1.3.4. background graphics

10.1.4. exit screen transition animation

10.1.5. score display

10.1.6. collectibles display + icon

10.2. Sound

10.2.1. BGM

10.2.2. next level button

10.2.2.1. mouse over sound fx

10.2.2.2. hit sound fx

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

10.3.2.2. occupies at least 1/5 of screen

10.3.3. caption contrasts from background

10.3.4. score display contrasts from background

10.3.5. collectibles display + icon contrast from background

10.4. Functionality

10.4.1. restart level button

10.4.2. back to title button