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Rocket clouds
Game par Mind Map: Game

1. Intro Screen

1.1. studio logo animation

1.1.1. 5 seconds

1.1.2. skip studio animation button

1.1.2.1. neutral state

1.1.2.2. mouse over state

1.2. logo contrast well with background

2. Title screen

2.1. enter screen transition animation

2.2. game logo graphics

2.2.1. Logo is positioned at point of focus

2.2.1.1. rule of third

2.2.2. logo occupies 1/4 of the screen

2.2.3. logo contrasts from background

2.3. start game button

2.3.1. neutral

2.3.2. mouse over state

2.3.2.1. mouse over sound fx

2.3.3. hit state

2.3.3.1. animation

2.3.3.2. hit sound fx

2.3.4. button can be clearly seen

2.4. options button

2.4.1. neutral state

2.4.2. mouse over state

2.4.2.1. mouse over sound fx

2.4.3. hit state

2.4.3.1. animation

2.4.3.2. hit sound fx

2.4.4. button can be clearly seen

2.5. credits button

2.5.1. neutral state

2.5.2. mouse over state

2.5.2.1. mouse over sound fx

2.5.3. hit state

2.5.3.1. hit sound fx

2.5.3.2. animation

2.5.4. button can be clearly seen

2.6. copyright statement

2.7. background graphics

2.8. exit screen transition animation

2.9. BGM

3. Credit screen

3.1. enter screen transition animation

3.2. name and roles display

3.3. source credit display

3.4. back button

3.4.1. neutral state

3.4.2. mouse over state

3.4.2.1. mouse over sound fx

3.4.3. hit state

3.4.3.1. hit sound fx

3.4.3.2. animation

3.4.4. back button can be clearly seen

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

3.5. background graphics

3.6. exit screen transition animation

3.7. BGM

4. Gameplay screen

4.1. HP bar/icons

4.1.1. HP decrease feedback animation

4.1.2. HP increase feedback animation

4.1.3. height is 1/5 of screen

4.1.4. width is 1/3 of screen

4.1.5. increase/decrease with gameplay

4.1.6. HP bar/icons contrast from all types of background

4.2. SKILL/MP bar

4.2.1. SKILL/MP increase feedback animation

4.2.2. SKILL/MP decrease feedback animation

4.2.3. height is 1/5 of screen

4.2.4. width is 1/3 of screen

4.2.5. increase/decrease with gameplay

4.2.6. SKILL/MP bar contrast from all times of background

4.3. switch skill icons

4.3.1. contrast from all types of background

4.3.2. can be switched/toggled

4.4. score display

4.4.1. contrast from all types of background

4.4.2. updates with gameplay

4.5. money credits display

4.5.1. icon

4.5.2. contrast from all types of background

4.5.3. updates with gameplay

4.6. collectables display

4.6.1. obtain collectables feedback animation

4.6.2. icon

4.6.3. contrast from all types of background

4.6.4. updates with gameplay

4.7. character damage number display

4.7.1. animation

4.7.2. contrasts from all types of background

4.8. enemy damage number display

4.8.1. animation

4.9. character emotions icons

4.10. UI layout

4.10.1. rules of third/golden ratio

4.10.2. with consideration of user reading order

4.11. In Game

4.11.1. level 1 layout

4.11.1.1. level 1 enemies placement

4.11.2. level 2 layout

4.11.2.1. level 2 enemies placement

4.11.3. level 3 layout

4.11.3.1. level 3 enemies placement

4.11.4. character asset

4.11.4.1. start stage animation

4.11.4.2. idle state

4.11.4.2.1. animation

4.11.4.3. walk state

4.11.4.3.1. animation

4.11.4.4. jump state

4.11.4.4.1. animation

4.11.4.5. fall state

4.11.4.5.1. animation

4.11.4.6. damage state

4.11.4.6.1. animation

4.11.4.7. dying state

4.11.4.7.1. animation

4.11.4.8. status effect state(s)

4.11.4.8.1. animation(s)

4.11.4.9. attack state(s)

4.11.4.9.1. animation(s)

4.11.4.10. air attack state(s)

4.11.4.10.1. animation(s)

4.11.4.11. damage special fx feedback animation

4.11.4.12. walk special fx feedback animation

4.11.4.13. attack special fx feedback animation

4.11.4.14. fall special fx feedback animation

4.11.4.15. invincibility animation

4.11.4.16. attack hit enemy sound fx

4.11.4.17. heals sound fx

4.11.5. collectables graphics

4.11.6. collectables state special fx animation

4.11.6.1. attractive

4.11.7. character collects collectables special fx animation

4.11.7.1. character collects collectables sound fx

4.12. Character

4.12.1. centralised in the middle column

4.12.2. positioned along lower line in rule of thirds

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

4.12.4. invincibility

4.12.4.1. 3 seconds

4.12.5. movement and action

4.12.5.1. correspond to correct keys

4.12.6. hp decreases according to damage figure when hit

4.13. BGM

5. level one - tutorial

5.1. movement

5.1.1. instructions

5.1.1.1. contrasts from all types of background

5.1.1.2. positioned to capture attention of player

5.1.1.3. positioned to not obstruct gameplay

5.1.1.4. 2 types of fonts or less are used

5.1.2. keys icons

5.1.2.1. contrasts from all types of background

5.2. attack/action

5.2.1. instructions

5.2.1.1. contrasts from all types of background

5.2.1.2. positioned to capture attention of player

5.2.1.3. positioned to not obstruct gameplay

5.2.1.4. 2 types of fonts or less are used

5.2.2. keys icons

5.2.2.1. contrasts from all types of background

5.3. objectives

5.3.1. instructions

5.3.1.1. contrasts from all types of background

5.3.1.2. positioned to capture attention of player

5.3.1.3. positioned to not obstruct gameplay

5.3.1.4. 2 types of fonts or less are used

5.4. level layout

5.4.1. enemies placement in level

5.4.2. collectables placement in level

5.4.3. obstacles placement

5.4.4. progressive difficulty

5.4.5. placement balace

5.4.6. introduction to new mechanics

5.4.7. theme consistency

5.5. visuals

5.5.1. enemy asset(s)

5.5.1.1. idle state

5.5.1.1.1. animation

5.5.1.2. walk state

5.5.1.2.1. animation

5.5.1.3. jump state

5.5.1.3.1. animation

5.5.1.4. fall state

5.5.1.4.1. animation

5.5.1.5. damage state

5.5.1.5.1. animation

5.5.1.6. dying state

5.5.1.6.1. animation

5.5.1.7. status effect state(s)

5.5.1.7.1. animation(s)

5.5.1.8. damage special fx feedback animation

5.5.1.9. enemy attack sound fx

5.5.1.10. enemy attack hit character sound fx

5.5.2. character asset

5.5.2.1. attack special fx feedback animation

5.5.3. obstacles assets

5.5.4. background

5.5.4.1. layer 1

5.5.4.1.1. graphics

5.5.4.1.2. scrolling

5.5.4.2. layer 2

5.5.4.2.1. graphics

5.5.4.2.2. scrolling

5.5.5. gameplay level

5.5.5.1. ground

5.5.5.1.1. graphics

5.5.5.1.2. scrolling

5.5.5.2. platform

5.5.5.2.1. graphics

5.5.5.2.2. scrolling

5.6. BGM

5.7. enemy A.I.

5.7.1. movement is present

5.7.2. attack is present

5.7.3. action is present

6. level two

6.1. New mechanics

6.1.1. instructions

6.1.1.1. contrasts from all types of background

6.1.1.2. positioned to capture attention of player

6.1.1.3. positioned to not obstruct gameplay

6.1.1.4. 2 types of fonts or less are used

6.2. objectives

6.2.1. instructions

6.2.1.1. contrasts from all types of background

6.2.1.2. positioned to capture attention of player

6.2.1.3. positioned to not obstruct gameplay

6.2.1.4. 2 types of fonts or less are used

6.3. level layout

6.3.1. enemies placement in level

6.3.2. collectables placement in level

6.3.3. obstacles placement

6.3.4. progressive difficulty

6.3.5. placement balace

6.3.6. introduction to new mechanics

6.3.7. theme consistency

6.4. visuals

6.4.1. enemy asset(s)

6.4.1.1. idle state

6.4.1.1.1. animation

6.4.1.2. walk state

6.4.1.2.1. animation

6.4.1.3. jump state

6.4.1.3.1. animation

6.4.1.4. fall state

6.4.1.4.1. animation

6.4.1.5. damage state

6.4.1.5.1. animation

6.4.1.6. dying state

6.4.1.6.1. animation

6.4.1.7. status effect state(s)

6.4.1.7.1. animation(s)

6.4.1.8. damage special fx feedback animation

6.4.1.9. enemy attack sound fx

6.4.1.10. enemy attack hit character sound fx

6.4.2. character asset

6.4.2.1. attack special fx feedback animation

6.4.3. obstacles assets

6.4.4. background

6.4.4.1. layer 1

6.4.4.1.1. graphics

6.4.4.1.2. scrolling

6.4.4.2. layer 2

6.4.4.2.1. graphics

6.4.4.2.2. scrolling

6.4.5. gameplay level

6.4.5.1. ground

6.4.5.1.1. graphics

6.4.5.1.2. scrolling

6.4.5.2. platform

6.4.5.2.1. graphics

6.4.5.2.2. scrolling

6.5. BGM

6.6. enemy A.I.

6.6.1. movement is present

6.6.2. attack is present

6.6.3. action is present

7. level three

7.1. New mechanics

7.1.1. instructions

7.1.1.1. contrasts from all types of background

7.1.1.2. positioned to capture attention of player

7.1.1.3. positioned to not obstruct gameplay

7.1.1.4. 2 types of fonts or less are used

7.2. objectives

7.2.1. instructions

7.2.1.1. contrasts from all types of background

7.2.1.2. positioned to capture attention of player

7.2.1.3. positioned to not obstruct gameplay

7.2.1.4. 2 types of fonts or less are used

7.3. level layout

7.3.1. enemies placement in level

7.3.2. collectables placement in level

7.3.3. obstacles placement

7.3.4. progressive difficulty

7.3.5. placement balace

7.3.6. introduction to new mechanics

7.3.7. theme consistency

7.4. visuals

7.4.1. enemy asset(s)

7.4.1.1. idle state

7.4.1.1.1. animation

7.4.1.2. walk state

7.4.1.2.1. animation

7.4.1.3. jump state

7.4.1.3.1. animation

7.4.1.4. fall state

7.4.1.4.1. animation

7.4.1.5. damage state

7.4.1.5.1. animation

7.4.1.6. dying state

7.4.1.6.1. animation

7.4.1.7. status effect state(s)

7.4.1.7.1. animation(s)

7.4.1.8. damage special fx feedback animation

7.4.1.9. enemy attack sound fx

7.4.1.10. enemy attack hit character sound fx

7.4.2. character asset

7.4.2.1. attack special fx feedback animation

7.4.3. obstacles assets

7.4.4. background

7.4.4.1. layer 1

7.4.4.1.1. graphics

7.4.4.1.2. scrolling

7.4.4.2. layer 2

7.4.4.2.1. graphics

7.4.4.2.2. scrolling

7.4.5. gameplay level

7.4.5.1. ground

7.4.5.1.1. graphics

7.4.5.1.2. scrolling

7.4.5.2. platform

7.4.5.2.1. graphics

7.4.5.2.2. scrolling

7.5. BGM

7.6. enemy A.I.

7.6.1. movement is present

7.6.2. attack is present

7.6.3. action is present

8. pause screen

8.1. darken screen

8.2. pause caption

8.2.1. can be clearly seen

8.2.2. positioned at point of focus (rule of thirds)

8.2.3. size occupies at least 1/6 of screen

8.2.4. contrasts from background

8.3. instructions to unpause

8.3.1. can be clearly seen

8.4. unpause key

9. gameover screen

9.1. transition to screen animation

9.2. game over caption

9.2.1. positioned at point of focus (rule of thirds)

9.2.2. occupies at least 1/5 of screen

9.2.3. contrasts from background

9.3. restart level button

9.3.1. neutral state

9.3.2. mouse over state

9.3.2.1. mouse over sound fx

9.3.3. hit state

9.3.3.1. animation

9.3.3.2. hit sound fx

9.3.4. button can be clearly seen

9.4. back to title button

9.4.1. neutral state

9.4.2. mouse over state

9.4.2.1. mouse over sound fx

9.4.3. hit state

9.4.3.1. animation

9.4.3.2. hit sound fx

9.4.4. button can be clearly seen

9.5. background graphics

9.6. exit screen transition animation

9.7. BGM

9.7.1. non-loop

10. victory screen

10.1. transition to screen animation

10.2. victory caption

10.2.1. positioned at point of focus (rule of thirds)

10.2.2. occupies at least 1/5 of screen

10.2.3. contrasts from background

10.3. next level button

10.3.1. neutral state

10.3.2. mouse over state

10.3.2.1. mouse over sound fx

10.3.3. hit state

10.3.3.1. animation

10.3.3.2. hit sound fx

10.3.4. button can be clearly seen

10.4. background graphics

10.5. exit screen transition animation

10.6. score display

10.6.1. contrast from background

10.7. collectables display

10.7.1. icon

10.7.1.1. contrast from background

10.8. BGM

10.9. back to title button

10.9.1. neutral state

10.9.2. mouse over state

10.9.2.1. mouse over sound fx

10.9.3. hit state

10.9.3.1. animation

10.9.3.2. hit sound fx

10.9.4. button can be clearly seen