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game da Mind Map: game

1. level 1

1.1. Non-diegetic UI

1.1.1. visual

1.1.1.1. movement, action/attack and objectives instructios

1.1.1.2. movement and action/attack key icons

1.2. usability

1.2.1. contrast from all type of back ground

1.2.1.1. movement instructions and keys icons

1.2.1.2. action/attack instructions and keys icons

1.2.1.3. objective instructions

1.2.2. instructions are to be positioned to capture the attention of player yet not obstructing the gameplay

1.2.3. 2 or less type of fonts are to be used.

1.3. design

1.3.1. level layout

1.3.2. enemies placement in level

1.3.3. collectables placement in level

1.3.4. obstacles placement

1.3.5. progressive difficulty

1.3.6. placement balance

1.3.7. introduction on new mechanics

1.3.8. theme consistency

1.4. visual

1.4.1. enemy asset

1.4.1.1. animation

1.4.1.1.1. + idle state

1.4.1.1.2. +walk state

1.4.1.1.3. + jump state

1.4.1.1.4. + fall state

1.4.1.1.5. + damage and dying state

1.4.1.1.6. +status effect state

1.4.1.1.7. damage and attack special fx feedback animation

1.4.2. obstacles assets

1.4.3. background layer graphics

1.4.3.1. 1

1.4.3.2. 2

1.4.4. gameplay level

1.4.4.1. ground graphics

1.4.4.2. platform graphics

1.5. sound

1.5.1. BGM

1.5.2. enemy sound fx

1.5.2.1. attack

1.5.2.2. attack hit character

1.5.3. character collects collectables sound fx

1.6. functionality

1.6.1. background layer scrolling 1 & 2

1.6.2. gameplay level ground and platform scrolling

1.6.3. enemy A.I

1.6.3.1. movement,attack and action is present

2. level 2

2.1. non-diegetic UI

2.1.1. visual

2.1.1.1. objective and new mechanics instructions

2.2. usability

2.2.1. contrast from all background

2.2.1.1. objectives and new mechanics instruction

2.2.2. instructions are to be positioned to capture the attention of player yet not obstructing the gameplay

2.2.3. 2 or less type of fonts are to be used.

2.3. design

2.3.1. level layout

2.3.2. enemies placement in level

2.3.3. collectables placement in level

2.3.4. obstacles placement

2.3.5. progressive difficulty

2.3.6. placement balance

2.3.7. introduction on new mechanics

2.3.8. theme consistency

2.4. visual

2.4.1. enemy asset

2.4.1.1. animation

2.4.1.1.1. + idle state

2.4.1.1.2. +walk state

2.4.1.1.3. + jump state

2.4.1.1.4. + fall state

2.4.1.1.5. + damage and dying state

2.4.1.1.6. +status effect state

2.4.1.1.7. damage and attack special fx feedback animation

2.4.2. obstacles assets

2.4.3. background layer graphics

2.4.3.1. 1

2.4.3.2. 2

2.4.4. gameplay level

2.4.4.1. ground graphics

2.4.4.2. platform graphics

2.5. sound

2.5.1. BGM

2.5.2. enemy sound fx

2.5.2.1. attack

2.5.2.2. attack hit character

2.5.3. character collects collectables sound fx

2.6. functionality

2.6.1. background layer scrolling 1 & 2

2.6.2. gameplay level ground and platform scrolling

2.6.3. enemy A.I

2.6.3.1. movement,attack and action is present

3. level 3

3.1. non-diegetic UI

3.1.1. visual

3.1.1.1. objective and new mechanics instructions

3.2. usability

3.2.1. contrast from all background

3.2.1.1. objectives and new mechanics instruction

3.2.2. instructions are to be positioned to capture the attention of player yet not obstructing the gameplay

3.2.3. 2 or less type of fonts are to be used.

3.3. design

3.3.1. level layout

3.3.2. enemies placement in level

3.3.3. collectables placement in level

3.3.4. obstacles placement

3.3.5. progressive difficulty

3.3.6. placement balance

3.3.7. introduction on new mechanics

3.3.8. theme consistency

3.4. visual

3.4.1. enemy asset

3.4.1.1. animation

3.4.1.1.1. + idle state

3.4.1.1.2. +walk state

3.4.1.1.3. + jump state

3.4.1.1.4. + fall state

3.4.1.1.5. + damage and dying state

3.4.1.1.6. +status effect state

3.4.1.1.7. damage and attack special fx feedback animation

3.4.2. obstacles assets

3.4.3. background layer graphics

3.4.3.1. 1

3.4.3.2. 2

3.4.4. gameplay level

3.4.4.1. ground graphics

3.4.4.2. platform graphics

3.5. sound

3.5.1. BGM

3.5.2. enemy sound fx

3.5.2.1. attack

3.5.2.2. attack hit character

3.5.3. character collects collectables sound fx

3.6. functionality

3.6.1. background layer scrolling 1 & 2

3.6.2. gameplay level ground and platform scrolling

3.6.3. enemy A.I

3.6.3.1. movement,attack and action is present

4. Introduction before games

4.1. starting screen

4.1.1. Game starts with studio logo animation which last for 5 seconds.

4.1.1.1. logo contrast with background

4.1.2. skip studio animation button appear with studio logo animation.

4.1.2.1. neutral state

4.1.2.2. mouse over state

4.2. title screen

4.2.1. visuals

4.2.1.1. after starting screen, enters screen transition animation and game logo graphics appears.

4.2.1.2. goes to title screen, with presence of start, options and credits buttons.

4.2.1.2.1. neutral state

4.2.1.2.2. mouse over state

4.2.1.2.3. hit state+animation

4.2.1.3. copyright statement

4.2.2. Sound

4.2.2.1. BGM

4.2.2.2. start, options* and credits* buttons.

4.2.2.2.1. mouse over sound fx

4.2.2.2.2. hit sound fx

4.2.3. usability

4.2.3.1. buttons

4.2.3.1.1. it has to be see clearly

4.2.3.2. logo

4.2.3.2.1. Logo has to be contrastive to the background , to be clearly seen and be the center of attention with the size of at least a quarter of the screen.

4.2.4. functionality

4.2.4.1. buttons

4.2.4.1.1. start game, options* and credits* buttons.

4.3. credit screen

4.3.1. Visuals

4.3.1.1. animation

4.3.1.1.1. both enter & exit screen transition animation

4.3.1.2. display

4.3.1.2.1. names and roles display

4.3.1.2.2. source credit display

4.3.1.2.3. background graphics

4.3.1.3. back button

4.3.1.3.1. neutral state

4.3.1.3.2. mouse over state

4.3.1.3.3. hit state + animation

4.3.2. Sound

4.3.2.1. BGM

4.3.2.2. back button

4.3.2.2.1. mouse over sound fx

4.3.2.2.2. hit sound fx

4.3.3. Usability

4.3.3.1. back button

4.3.3.1.1. it has to be positioned at the lower corner of the screen yet still clearly seen

4.3.4. Functionality

4.3.4.1. back button

5. * = if applicable

6. * = if applicable

7. in game

7.1. gameplay screen

7.1.1. visuals

7.1.1.1. non-diegetic UI

7.1.1.1.1. HP bar/icon with increase and decrease feedback animation

7.1.1.1.2. SKILL/MP bar with increase and decrease feedback animation

7.1.1.1.3. switch skill icons

7.1.1.1.4. score display and money credits display + icon

7.1.1.1.5. collectable display + icon, and obtain collectables feedback animation

7.1.1.2. spatial UI

7.1.1.2.1. character

7.1.1.2.2. enermy

7.1.2. Usability

7.1.2.1. HP bar/icon* and SKILL/MP bar*

7.1.2.1.1. HP bar/ icon and SKILL/MP bar have the height of 1/5 of screen and width of 1/3 of screen.

7.1.2.2. switch skill icon*

7.1.2.3. money credit display+icon*

7.1.2.4. collectable display*

7.1.2.5. score display*

7.1.2.6. damage number display*

7.1.3. Functionality

7.1.3.1. HP bar/icon and SKILL/MP bar will increases/decreases with gameplay

7.1.3.2. skill icons can be switched/toggled

7.1.3.3. score display, money credit display and collectables display all update with gameplay

7.1.4. In-Game General

7.1.4.1. Design

7.1.4.1.1. layout + enemies placement

7.1.4.2. Visual (in game)

7.1.4.2.1. character asset

7.1.4.2.2. collectable graphics and, collectables state and character collects collectables special fx animation

7.1.4.3. usability

7.1.4.3.1. character is centralised in the middle column and position along the lower line in the rule of third.

7.1.4.3.2. character stays invincible for 3 seconds

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

7.1.4.4. functionality

7.1.4.4.1. movement and actions are corresponded to correct keys

7.1.4.4.2. character HP decreases according to damage figure when hitted

7.1.4.5. sound

7.1.4.5.1. BGM

7.1.4.5.2. Sound fx

8. * = being contrastive from all type of background and is layout with reference to rule of third/golden ratio and with consideration in user reading order.

9. in game screen

9.1. pause screen

9.1.1. UI

9.1.1.1. visuals

9.1.1.1.1. darken screen

9.1.1.1.2. pause caption

9.1.1.1.3. instruction to unpause

9.1.1.2. usability

9.1.1.2.1. instructions can be clearly seen

9.1.1.2.2. pause caption can be clearly seen and is positioned at the point of focus and occupying at least 1/6 of the screen

9.1.1.3. funtionality

9.1.1.3.1. unpause key

9.2. gameover screen

9.2.1. visual

9.2.1.1. transition to screen animation and then gameover caption

9.2.1.2. restart level button

9.2.1.2.1. neutral state

9.2.1.2.2. mouse over state

9.2.1.2.3. hit state + animation

9.2.1.3. back to title button

9.2.1.3.1. neutral state*

9.2.1.3.2. mouse over state*

9.2.1.3.3. hit state + animation*

9.2.1.4. background graphic

9.2.1.5. exit screen transition button

9.2.2. sound

9.2.2.1. BGM (no looping)

9.2.2.2. restart level button

9.2.2.2.1. mouse over sound fx

9.2.2.2.2. hit sound fx

9.2.2.3. back to title button

9.2.2.3.1. mouse over sound fx*

9.2.2.3.2. hit sound fx*

9.2.3. usability

9.2.3.1. buttons can be seen clearly

9.2.3.2. game over caption is following the rule of thirds and its size is at least 1/5 of the screen

9.2.3.2.1. contrast from the background

9.2.4. functionality

9.2.4.1. restart level button and back to title button

9.3. victory screen

9.3.1. visuals

9.3.1.1. transition to screen animation and victory caption appears

9.3.1.2. next level butoon

9.3.1.2.1. neutral state

9.3.1.2.2. mouse over state

9.3.1.2.3. hit state + animation

9.3.1.3. background graphic

9.3.1.4. exit screen transition animation

9.3.1.5. score display* and collectables display + icon*

9.3.2. sound

9.3.2.1. BGM

9.3.2.2. next level button

9.3.2.2.1. mouse over sound fx

9.3.2.2.2. hit sound fx

9.3.3. usability

9.3.3.1. buttons can be seen clearly

9.3.3.2. victory caption is following the rule of thirds and its size is at least 1/5 of the screen

9.3.3.2.1. contrast from the background

9.3.3.3. score display  and collectable display + icon contrastive with background

9.3.4. functionality

9.3.4.1. restart level button

9.3.4.2. back to title button

10. * = if applicable

11. * = if applicable

12. * = if applicable