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P1623619 da Mind Map: P1623619

1. Gameplay Screen

1.1. UI

1.1.1. Non-diegetic UI(Does not exist within the game world itself and is not visualised in the game world)

1.1.1.1. HP Bar/Icons

1.1.1.1.1. Change along with gameplay

1.1.1.1.2. Does it contrast well with all backgrounds?

1.1.1.1.3. Height 1/5 and width 1/3 of screen?

1.1.1.2. SKILL/ MP Bar

1.1.1.2.1. Change along with gameplay

1.1.1.2.2. Does it contrast well with all backgrounds?

1.1.1.2.3. Height 1/5 and width 1/3 of screen?

1.1.1.3. Switch skill icons

1.1.1.3.1. Does it contrast well with all backgrounds?

1.1.1.3.2. Switchable/toggleable?

1.1.1.4. Score display

1.1.1.4.1. Does it contrast well with all backgrounds?

1.1.1.4.2. Updates along with gameplay

1.1.1.5. Money credits display + icon

1.1.1.5.1. Does it contrast well with all backgrounds?

1.1.1.5.2. Updates along with gameplay

1.1.1.6. Collectables display + icon

1.1.1.6.1. Obtain collectables feedback animation

1.1.1.6.2. Does it contrast well with all backgrounds?

1.1.1.6.3. Updates along with gameplay

1.1.2. Spatial UI(Visualised in the game world itself but does not exist in the game world)

1.1.2.1. Character damage no. display

1.1.2.1.1. Animation

1.1.2.1.2. Does it contrast well with all backgrounds?

1.1.2.2. Enemy damage no. display

1.1.2.2.1. Animation

1.1.2.2.2. Does it contrast well with all backgrounds?

1.1.2.3. Character emotions icons

1.1.3. Laid out with reference to rules of third/golden ratio? Does it consider the user's reading order?

2. In-Game General

2.1. Functionality

2.1.1. Movement and action correspond to correct keys

2.1.2. Character hp decreases according to damage figure when hit

2.2. Usability

2.2.1. Character

2.2.1.1. Centralised in middle column

2.2.1.2. Positioned along lower line of rule of thirds

2.2.1.3. Invincibility lasts for 3 secs

2.2.2. Sufficent space on sides for player to see enemies/obstacles

2.3. Level 2 Layout

2.3.1. Leel

2.4. Visuals in-game

2.4.1. Character asset

2.4.1.1. Start stage animation

2.4.1.2. Idle state

2.4.1.2.1. Idle Animation

2.4.1.3. Walk state

2.4.1.3.1. Walk Animation

2.4.1.4. Jump state

2.4.1.4.1. Jump Animation

2.4.1.5. Fall state

2.4.1.5.1. Fall Animation

2.4.1.6. Damage state

2.4.1.6.1. Damage Animation

2.4.1.7. Dying state

2.4.1.7.1. Dying Animation

2.4.1.8. Status effect state(s)

2.4.1.8.1. Status effect Animation(s)

2.4.1.9. Attack state(s)

2.4.1.9.1. Attack Animation(s)

2.4.1.9.2. Character attack sound Fx

2.4.1.10. Air attack state(s)

2.4.1.10.1. Air attack Animation(s)

2.4.1.10.2. Character attack sound Fx

2.4.1.11. Damage special Fx feedback animation

2.4.1.12. Walk special Fx feedback animation

2.4.1.13. Attack special Fx feedback animation

2.4.1.14. Fall special Fx feedback animation

2.4.1.15. Invincibility animation

2.4.2. Collectable Graphics

2.4.2.1. Special Fx animation(Attractive)

2.4.2.2. Character collects special Fx animation

2.4.2.2.1. Character collects collectables sound Fx

2.5. Sound

2.5.1. BGM

2.5.2. Character hit enemy sound Fx

2.5.3. Character heals sound Fx

2.6. Design

2.6.1. Level 1 Layout

2.6.1.1. Level 1 enemy placement

2.6.2. Level 2 Layout

2.6.2.1. Level 2 enemy placement

2.6.3. Level 3 Layout

3. Level 1- Tutorial

3.1. Visuals

3.1.1. Gameplay level

3.1.1.1. Ground graphics

3.1.1.1.1. Scroll

3.1.1.2. Platform graphics

3.1.1.2.1. Scroll

3.1.2. Background layer

3.1.2.1. Layer 1 graphics

3.1.2.1.1. Scroll

3.1.2.2. Layer 2 graphics

3.1.2.2.1. Scroll

3.1.3. Obstacles assets

3.1.4. Enemy asset

3.1.4.1. Idle state

3.1.4.1.1. Idle animation

3.1.4.2. Walk state

3.1.4.2.1. Walk animation

3.1.4.3. Jump state

3.1.4.3.1. Jump animation

3.1.4.4. Fall state

3.1.4.4.1. Fall animation

3.1.4.5. Damage state

3.1.4.5.1. Damage animation

3.1.4.6. Status effect state(s)

3.1.4.6.1. Status effect animation(s)

3.1.4.7. Damage special Fx feedback animation

3.1.5. Character asset

3.1.5.1. Attack special Fx feedback animation

3.2. Non-diegetic UI

3.2.1. Instructions

3.2.1.1. Movement instructions

3.2.1.2. Movement keys icons

3.2.1.3. Action/attack instructions

3.2.1.4. Action/attack keys instructions

3.2.1.5. Objective instructions

3.2.1.6. Does it contrast well with the background?

3.2.1.7. Is it easily noticeable by the player?

3.2.1.8. Two fonts or less used?

3.3. Design

3.3.1. Level layout

3.3.1.1. Asset placement

3.3.1.1.1. Enemies

3.3.1.1.2. Collectables

3.3.1.1.3. Obstacles

3.3.2. Difficulty scales with progress

3.3.3. Balanced placement of enemies

3.3.4. Introduce new mechanics

3.3.5. Consistent theme

3.4. Sound

3.4.1. BGM

3.4.2. enemy attack sound Fx

3.4.3. Enemy attack hit character sound Fx

3.4.4. Character collects collectables sound Fx

3.5. Enemy A.I

3.5.1. Movement

3.5.2. Attack

3.5.3. Action

4. Level 2

4.1. Sound

4.1.1. BGM

4.1.2. enemy attack sound Fx

4.1.3. Enemy attack hit character sound Fx

4.1.4. Character collects collectables sound Fx

4.2. Non-diegetic UI

4.2.1. New mechanics instructions

4.2.2. Objective instructions

4.2.3. Does it contrast well with all types of backgrounds?

4.2.4. Is it positioned somewhere where it catches the player's attention?

4.2.5. Two or less fonts used?

4.3. Design

4.3.1. Level layout

4.3.1.1. Asset placement

4.3.1.1.1. Enemies

4.3.1.1.2. Collectables

4.3.1.1.3. Obstacles

4.3.2. Difficulty scales with progress

4.3.3. Balanced placement of enemies

4.3.4. Introduce new mechanics

4.3.5. Consistent theme

4.4. Visuals

4.4.1. Gameplay level

4.4.1.1. Ground graphics

4.4.1.1.1. Scroll

4.4.1.2. Platform graphics

4.4.1.2.1. Scroll

4.4.2. Background layer

4.4.2.1. Layer 1 graphics

4.4.2.1.1. Scroll

4.4.2.2. Layer 2 graphics

4.4.2.2.1. Scroll

4.4.3. Obstacles assets

4.4.4. Enemy asset

4.4.4.1. Idle state

4.4.4.1.1. Idle animation

4.4.4.2. Walk state

4.4.4.2.1. Walk animation

4.4.4.3. Jump state

4.4.4.3.1. Jump animation

4.4.4.4. Fall state

4.4.4.4.1. Fall animation

4.4.4.5. Damage state

4.4.4.5.1. Damage animation

4.4.4.6. Status effect state(s)

4.4.4.6.1. Status effect animation(s)

4.4.4.7. Damage special Fx feedback animation

4.4.5. Character asset

4.4.5.1. Attack special Fx feedback animation

4.5. Enemy A.I

4.5.1. Movement

4.5.2. Attack

4.5.3. Action

5. Level 3

5.1. Sound

5.1.1. BGM

5.1.2. enemy attack sound Fx

5.1.3. Enemy attack hit character sound Fx

5.1.4. Character collects collectables sound Fx

5.2. Non-diegetic UI

5.2.1. New mechanics instructions

5.2.2. Objective instructions

5.2.3. Does it contrast well with all types of backgrounds?

5.2.4. Is it positioned somewhere where it catches the player's attention?

5.2.5. Two or less fonts used?

5.3. Design

5.3.1. Level layout

5.3.1.1. Asset placement

5.3.1.1.1. Enemies

5.3.1.1.2. Collectables

5.3.1.1.3. Obstacles

5.3.2. Difficulty scales with progress

5.3.3. Balanced placement of enemies

5.3.4. Introduce new mechanics

5.3.5. Consistent theme

5.4. Visuals

5.4.1. Gameplay level

5.4.1.1. Ground graphics

5.4.1.1.1. Scroll

5.4.1.2. Platform graphics

5.4.1.2.1. Scroll

5.4.2. Background layer

5.4.2.1. Layer 1 graphics

5.4.2.1.1. Scroll

5.4.2.2. Layer 2 graphics

5.4.2.2.1. Scroll

5.4.3. Obstacles assets

5.4.4. Enemy asset

5.4.4.1. Idle state

5.4.4.1.1. Idle animation

5.4.4.2. Walk state

5.4.4.2.1. Walk animation

5.4.4.3. Jump state

5.4.4.3.1. Jump animation

5.4.4.4. Fall state

5.4.4.4.1. Fall animation

5.4.4.5. Damage state

5.4.4.5.1. Damage animation

5.4.4.6. Status effect state(s)

5.4.4.6.1. Status effect animation(s)

5.4.4.7. Damage special Fx feedback animation

5.4.5. Character asset

5.4.5.1. Attack special Fx feedback animation

5.5. Enemy A.I

5.5.1. Movement

5.5.2. Attack

5.5.3. Action

6. Introduction Screen

6.1. Studio logo animation plays

6.1.1. Skip studio logo animation button

6.1.1.1. Neutral State

6.1.1.2. Mouse Over State

6.1.1.2.1. Click Mouse 1 or Enter Key

6.1.2. Wait 5 sec

6.1.3. Does it contrast well with the background?

7. Title Screen

7.1. Enter screen transition

7.1.1. Background Graphics

7.1.1.1. Are the buttons clearly seen?

7.1.2. Game logo graphics(Contrasts well with background/At point of focus/Occupies quarter of screen)

7.1.3. Start Game button

7.1.3.1. Neutral state

7.1.3.2. Mouse Over State

7.1.3.2.1. Sound fx

7.1.3.3. Hit State

7.1.3.3.1. Animation plays

7.1.3.3.2. Sound Fx

7.1.3.3.3. Animation plays

7.1.4. Options button

7.1.4.1. Neutral State

7.1.4.2. Mouse Over State

7.1.4.2.1. Sound Fx

7.1.4.3. Hit State

7.1.4.3.1. Animation plays

7.1.4.3.2. Sound Fx

7.1.5. Credits button

7.1.5.1. Neutral State

7.1.5.2. Mouse Over state

7.1.5.2.1. Sound Fx

7.1.5.3. Hit State

7.1.5.3.1. Animation plays

7.1.5.3.2. Sound Fx

7.1.6. Copyright Statement

7.1.7. BGM

7.1.8. Do the buttons work?

8. Pause Screen

8.1. Darken screen

8.1.1. Pause caption

8.1.1.1. Clearly seen?(Positioned at point of focus/Contrasts from background/occupies a sixth of the screen)

8.1.2. Instructions to unpause

8.1.2.1. Clearly seen?

8.1.3. Unpause key

9. Game over

9.1. Transition to screen animation

9.1.1. Game over caption

9.1.1.1. Positioned at point of focus?Does it occupy a fifth of the screen?

9.1.2. Restart level button

9.1.2.1. Neutral state

9.1.2.2. Mouse over state

9.1.2.2.1. Sound Fx

9.1.2.3. Hit state

9.1.2.3.1. Animation

9.1.2.3.2. Sound Fx

9.1.2.4. Can it be clearly seen?

9.1.3. Background graphics

9.1.3.1. Contrasts with captions?

9.1.4. Back to title button

9.1.4.1. Neutral state

9.1.4.2. Mouse over state

9.1.4.2.1. Sound Fx

9.1.4.3. Hit state

9.1.4.3.1. Animation

9.1.4.3.2. Sound Fx

9.1.4.4. Can it be clearly seen?

9.1.5. BGM(Non-loop)

10. Victory Screen

10.1. Transition to screen animation

10.1.1. Victory caption

10.1.1.1. Positioned at point of focus?Does it occupy a fifth of the screen?

10.1.2. Next level button

10.1.2.1. Neutral state

10.1.2.2. Mouse over state

10.1.2.2.1. Sound Fx

10.1.2.3. Hit state

10.1.2.3.1. Animation

10.1.2.3.2. Sound Fx

10.1.2.4. Can it be clearly seen?

10.1.3. Background Graphics

10.1.3.1. Contrasts with captions?

10.1.4. Score display

10.1.4.1. Contrasts with background?

10.1.5. Collectibles display + icon

10.1.5.1. Contrasts with background?

10.1.6. BGM