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1623734 da Mind Map: 1623734

1. gg, cherie marking mine rn

2. Victory Screen

2.1. Transition to screen

2.2. Victory Caption

2.3. Buttons

2.3.1. Next Level Button

2.3.1.1. Neutral State

2.3.1.2. Mouse Over State

2.3.1.3. Hit-State + Animation

2.3.1.4. Mouse Over Sound FX

2.3.1.5. Hit Sound FX

2.3.2. Clarity

2.4. Score Display

2.5. Collectables Display

2.6. Background

2.6.1. Graphics

2.6.2. Music

2.7. Exit Screen Transition Animation

3. Introduction Screen

3.1. Skip Studio Logo Animation Button

3.1.1. Neutral State

3.1.2. Mouse Over State

3.2. Studio Logo Animation

3.3. Contrast with Background

4. Title Screen

4.1. Enter Screen Transition Animation

4.2. Game Logo Graphics

4.2.1. Position at Point of Focus

4.2.2. Occupies 1/4 of Screen

4.2.3. Contrasts from BG

4.3. Buttons

4.3.1. Start Game Button

4.3.1.1. Neutral State

4.3.1.2. Mouse Over State

4.3.1.3. Hit-State + Animation

4.3.1.4. Mouse Over Sound FX

4.3.1.5. Hit Sound FX

4.3.2. Options Button

4.3.2.1. Neutral State

4.3.2.2. Mouse Over State

4.3.2.3. Hit-State + Animation

4.3.2.4. Mouse Over Sound FX

4.3.2.5. Hit Sound FX

4.3.3. Credits Button

4.3.3.1. Neutral State

4.3.3.2. Mouse Over State

4.3.3.3. Hit-State + Animation

4.3.3.4. Mouse Over Sound FX

4.3.3.5. Hit Sound FX

4.3.4. Clarity of Buttons

4.4. Background

4.4.1. Graphics

4.4.2. Music

4.5. Copyright Statement

4.6. Exit Screen Transition Animation

5. Credit Screen

5.1. Enter Screen Transition Animation

5.2. Display

5.2.1. Names and Roles

5.2.2. Source Credit

5.3. Buttons

5.3.1. Back Button

5.3.1.1. Neutral State

5.3.1.2. Mouse Over State

5.3.1.3. Hit-State + Animation

5.3.1.4. Mouse Over Sound FX

5.3.1.5. Hit Sound FX

5.3.2. Clarity

5.3.3. Position at Lower Left or Lower Right of Screen

5.4. Background

5.4.1. Graphics

5.4.2. Music

6. Gameplay Screen

6.1. Graphical User Interface

6.1.1. Non-diegetic UI

6.1.1.1. HP Bar/Icons

6.1.1.1.1. Increment Feedback Animation

6.1.1.1.2. Decrement Feedback Animation

6.1.1.1.3. Contrast from BG

6.1.1.1.4. Height is about 1/5 of screen

6.1.1.1.5. Will increase/decrease with gameplay

6.1.1.2. Skill/MP Bar/Icons

6.1.1.2.1. Increment Feedback Animation

6.1.1.2.2. Decrement Feedback Animation

6.1.1.2.3. Contrast from BG

6.1.1.2.4. Height is about 1/5 of screen

6.1.1.2.5. Will increase/decrease with gameplay

6.1.1.3. Skill Icons

6.1.1.3.1. Contrast from BG

6.1.1.3.2. Can be switched or toggled

6.1.1.4. Score Display

6.1.1.4.1. Contrast from BG

6.1.1.4.2. Updates with gameplay

6.1.1.5. Money/Credits Display

6.1.1.5.1. Contrast from BG

6.1.1.5.2. Updates with gameplay

6.1.1.6. Collectibles Display/Icons

6.1.1.6.1. Contrast from BG

6.1.1.6.2. Updates with gameplay

6.1.1.7. Obtain Collectables Feedback Animation

6.1.2. Spatial UI

6.1.2.1. Number Display + Animation

6.1.2.1.1. Character Damage

6.1.2.1.2. Enemy Damage

6.1.2.1.3. Contrast from BG

6.1.2.2. Character Emotions Icons

6.1.3. Layout with reference to rule of thirds/golden ratio

6.1.4. Layout with consideration of user reading order

6.2. In-game General

6.2.1. Level Layout

6.2.1.1. Level 1

6.2.1.2. Level 2

6.2.1.3. Level 3

6.2.2. Enemy Placement

6.2.2.1. Level 1

6.2.2.2. Level 2

6.2.2.3. Level 3

6.2.3. Character Asset

6.2.3.1. Start Stage Animation

6.2.3.2. Idle State + Animation

6.2.3.3. Walk State + Animation

6.2.3.4. Jump State + Animation

6.2.3.5. Fall State + Animation

6.2.3.6. Damage State + Animation

6.2.3.7. Status Effect State(s) + Animation

6.2.3.8. Attack State(s) + Animation

6.2.3.9. Air Attack State(s) + Animation

6.2.3.10. Damage Special FX Animation

6.2.3.11. Walk Special FX Feedback Animation

6.2.3.12. Attack Special FX Feedback Animation

6.2.3.13. Fall Special FX Feedback Animation

6.2.3.14. Invincibility Animation

6.2.4. Character

6.2.4.1. Centralised in the Middle Column

6.2.4.2. Positioned along Lower Line in Rule of Thirds

6.2.4.3. Sufficient Space for Player to view enemies and obstacles

6.2.4.4. Invincibility lasts 3 seconds

6.2.5. Collectable

6.2.5.1. Graphics

6.2.5.2. State Special FX Animation

6.2.5.3. Collection Special FX Animation

6.2.6. Function

6.2.6.1. Movement and Action correspond to correct keys

6.2.6.2. Character HP decreases according to damage figure when hit

6.2.7. Sounds

6.2.7.1. BGM

6.2.7.2. Character Attack Sound FX

6.2.7.3. Character Attack hit Enemies Sound FX

6.2.7.4. Character Collects Collectables Sound FX

6.2.7.5. Character Heals Sound FX

7. Levels

7.1. Non-Diegetic UI

7.1.1. Level 1

7.1.1.1. Movements Instructions

7.1.1.1.1. Contrasts from BG

7.1.1.2. Movement Keys Icon

7.1.1.2.1. Contrasts from BG

7.1.1.3. Action/Attack Keys Icons

7.1.1.3.1. Contrasts from BG

7.1.1.4. Action/Attack Instructions

7.1.1.4.1. Contrasts from BG

7.1.1.5. Objectives/Instructions

7.1.1.5.1. Contrasts from BG

7.1.1.5.2. Positioned to Capture attention of Player

7.1.1.5.3. Doesn't Obstruct gameplay

7.1.1.5.4. 2 or less Fonts are used

7.1.2. Level 2 + Level 3

7.1.2.1. New Objectives/Instructions

7.1.2.1.1. Contrasts from BG

7.1.2.1.2. Positioned to Capture attention of Player

7.1.2.1.3. Doesn't Obstruct gameplay

7.1.2.1.4. 2 or less Fonts are used

7.2. Design

7.2.1. Level Layout

7.2.1.1. Enemy Placement

7.2.1.2. Collectables Placement

7.2.1.3. Obstacles Placement

7.2.2. Progressive difficulty

7.2.3. Placement Balance

7.2.4. Introduction of New Mechanics

7.2.5. Theme Consistency

7.3. Visuals

7.3.1. Enemy Assets

7.3.1.1. Idle State + Animation

7.3.1.2. Walk State + Animation

7.3.1.3. Jump State + Animation

7.3.1.4. Fall State + Animation

7.3.1.5. Damage State + Animation

7.3.1.6. Dying State + Animations

7.3.1.7. Damage Special FX Animation

7.3.1.8. Status Effect State(s) + Animation

7.3.2. Obstacle Assets

7.3.3. BG

7.3.3.1. Layer 1 Graphics

7.3.3.2. Layer 2 Graphics

7.3.3.3. Scrolling BG

7.3.4. Gameplay Level

7.3.4.1. Ground Graphics

7.3.4.2. Platform Graphics

7.3.4.3. Scrolling Sprites

7.4. Enemies

7.4.1. A.I.

7.4.1.1. Movement is Present

7.4.1.2. Attack is Present

7.4.1.3. Action is Present

7.5. Sounds

7.5.1. BGM

7.5.2. Enemy Attack Sound FX

7.5.3. Enemy hit Character Sound FX

7.5.4. Character collects Collectables Sound FX

8. Pause Screen

8.1. UI

8.1.1. Darken Screen

8.1.2. Pause Caption

8.1.3. Instructions to Unpause

8.2. Button

8.2.1. Positioned at point of Focus

8.2.2. Clarity

8.3. Instruction

8.3.1. Size occupies 1/6 of Screen

8.3.2. Clarity

8.4. Unpause Key

9. Gameover Screen

9.1. Transition to screen

9.2. Gameover Caption

9.3. Buttons

9.3.1. Restart Button

9.3.1.1. Neutral State

9.3.1.2. Mouse Over State

9.3.1.3. Hit-State + Animation

9.3.1.4. Mouse Over Sound FX

9.3.1.5. Hit Sound FX

9.3.2. Back to Title

9.3.2.1. Neutral State

9.3.2.2. Mouse Over State

9.3.2.3. Hit-State + Animation

9.3.2.4. Mouse Over Sound FX

9.3.2.5. Hit Sound FX

9.3.3. Clarity

9.4. Background

9.4.1. Graphics

9.4.2. Music

9.5. Exit Screen Transition Animation