Castlevania Symphony of the Night 1623648

Castlevania

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Castlevania Symphony of the Night 1623648 por Mind Map: Castlevania Symphony of the Night 1623648

1. Introduction Screen

1.1. Visuals

1.1.1. Studio Logo Animation, 5 seconds

1.2. Usability

1.2.1. Logo contrasts well with background

1.3. Functionality

1.3.1. Studio animation skip 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 neutral state, hit state and animation

2.1.4. Copyright Statement

2.1.5. Background graphics

2.1.6. Exit screen transition animation

2.2. Sound

2.2.1. Start game button hit sound effect

2.3. Usability

2.3.1. Buttons clearly seen

2.3.2. Logo is at point of focus

2.3.3. Logo at least 1/4 4 of screen

2.3.4. Logo contrasts from background

2.4. Functionality

2.4.1. Start game button

3. Credit Screen

3.1. Visuals

3.1.1. Enter screen transition animation

3.1.2. Name and roles display

3.1.3. Source credit display

3.1.4. Exit screen transition animation

3.2. Sound

3.2.1. BGM

4. Gameplay Screen

4.1. Visuals

4.1.1. Non-diegetic UI

4.1.1.1. HP Bar and Icons

4.1.1.1.1. increaser and decrease feedback animation

4.1.1.2. SKILL and MP bar

4.1.1.2.1. increase and decrease feedback animation

4.1.1.3. Money credits display and icon

4.1.1.4. Collectables display and icon

4.1.1.5. Obtain collectables feedback animation

4.1.2. Spatial UI

4.1.2.1. Character damage number display and animation

4.1.2.2. Enemy damage number display and animation

4.2. Usability

4.2.1. HP bars and icons contrast from all types of background

4.2.2. SKILL and MP bar contrast from all types of background

4.2.3. Money credits display and icons contrast from all types of background

4.2.4. Collectables display and icon contrast from all types of background

4.2.5. UI is layout with reference to rule of third/ golden ratio

4.2.6. UI is layout with consideration user reading order

4.2.7. Damage number display contrasts from all types of background

4.3. Functionality

4.3.1. HP bar and Icon will increase and decrease with gameplay

4.3.2. SKILL and MP bar will increase and decrease with gameplay

4.3.3. Money credits display updates with gameplay

4.3.4. Collectables display updates with gameplay

4.4. In-game General

4.4.1. Usability

4.4.1.1. Sufficient space on the sides for players to see enemies/obstacles

4.4.1.2. Character invincibility last 3 seconds

4.4.2. Visuals In-game

4.4.2.1. Character Asset

4.4.2.1.1. idle state and animation

4.4.2.1.2. walk state and animation

4.4.2.1.3. jump state and animation

4.4.2.1.4. fall state and animation

4.4.2.1.5. damage state and animation

4.4.2.1.6. dying state and animation

4.4.2.1.7. status effect states and animations

4.4.2.1.8. attack states and animations

4.4.2.1.9. air attack states and animations

4.4.2.1.10. damage special effect feedback animation

4.4.2.1.11. attack special effects feedback animation

4.4.2.1.12. fall special effects feedback animation

4.4.2.1.13. invincibility animation

4.4.2.1.14. collectables graphics

4.4.3. Functionality

4.4.3.1. Movement and action correspond to correct keys

4.4.3.2. Character HP decreases according to damage figure when hit

4.4.4. Sound

4.4.4.1. BGM

4.4.4.2. Character

4.4.4.2.1. attack sound effect

4.4.4.2.2. attack hit enemy sound effect

4.4.4.2.3. collect collectables sound effect

4.4.4.2.4. heal sound effect

5. Level One

5.1. Usability

5.1.1. 2 types of fonts or less used

5.2. Visuals

5.2.1. enemy assets

5.2.1.1. idle state and animation

5.2.1.2. walk state and animation

5.2.1.3. jump state and animation

5.2.1.4. damage state and animation

5.2.1.5. dying state and animation

5.2.2. background layer 1 and 2 graphics

5.2.3. ground and platform graphics

5.3. Sound

5.3.1. BGM

5.3.2. enemy attack sound effect

5.3.3. enemy attack hit character sound effect

5.3.4. character collects collectables sound effect

5.4. Functionality

5.4.1. background layer 1 and 2 scrolling

5.4.2. ground and platform scrolling

5.4.3. enemy A.I

5.4.3.1. movement

5.4.3.2. attack

5.4.3.3. action

6. Level Two

6.1. Usability

6.1.1. 2 types of fonts or less are used

6.2. Design

6.2.1. introduction on mechanics extension/ new mechanics

7. Pause Screen

7.1. Visuals

7.1.1. Pause screen

7.1.2. Instructions to unpause

7.2. Usability

7.2.1. Pause caption clearly seen

7.3. Functionality

7.3.1. Unpause key

8. Game-over Screen

8.1. Visuals

8.1.1. Transition to screen animation

8.1.2. Game over caption

8.1.3. Background graphics

8.1.4. Exit screen transition animation

8.2. Sound

8.2.1. BGM non loop

8.3. Usability

8.3.1. Game over caption is positioned at point of focus

8.3.2. Game over caption occupies at least a fifth of screen

8.3.3. Caption contrasts from background