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P1643936 저자: Mind Map: P1643936

1. THEN HERE

2. Level 2

2.1. Visuals - Non-diegetic UI

2.1.1. New mechanics instruction

2.1.2. Objective instructions

2.2. Usability

2.2.1. New mechanics instructions are clear and visible on all types of backgrounds

2.2.2. Objective instructions are clear and visible on all types of backgrounds

2.2.3. Instructions are positioned and captures the attention of the player, does not obstruct gameplay

2.2.4. 2 types of fonts or less are used

2.3. Design

2.3.1. Theme consistency

2.3.2. New mechanics introduction

2.3.3. Balanced placement

2.3.4. Difficulty progresses

2.3.5. Obstacles are placed in the level

2.3.6. Collectibles are placed in the level

2.3.7. Enemies are placed in the level

2.3.8. Level layout

2.4. Visuals - Game

2.4.1. Enemy asset

2.4.1.1. Idle animation

2.4.1.2. Walk animation

2.4.1.3. Jump animtaion

2.4.1.4. Fall animation

2.4.1.5. Damage animation

2.4.1.6. Dying animation

2.4.1.7. Status effect animation

2.4.1.8. Damage special feedback animation

2.4.1.9. Attack special feedback animation

2.4.2. Obstacle assets

2.4.3. Layer 1 and 2 background graphics

2.4.4. Gameplay level ground and platform graphics

2.5. Sound

2.5.1. Background music plays

2.5.2. Enemy attack sound and enemy hit character sound

2.5.3. Character collects collectibles sound

2.6. Functionality

2.6.1. Background level 1 and 2 scrolling

2.6.2. Gameplay level for ground and platform scroling

2.6.3. Enemy AI movement/attack/action is present

3. Level 3

3.1. Visuals - Non-diegetic UI

3.1.1. Objective instructions

3.1.2. New mechanics instruction

3.2. Usability

3.2.1. 2 types of fonts or less are used

3.2.2. Instructions are positioned and captures the attention of the player, does not obstruct gameplay

3.2.3. Objective instructions are clear and visible on all types of backgrounds

3.2.4. New mechanics instructions are clear and visible on all types of backgrounds

3.3. Design

3.3.1. Theme consistency

3.3.2. New mechanics introduction

3.3.3. Balanced placement

3.3.4. Difficulty progresses

3.3.5. Obstacles are placed in the level

3.3.6. Collectibles are placed in the level

3.3.7. Enemies are placed in the level

3.3.8. Level layout

3.4. Visuals - Game

3.4.1. Enemy asset

3.4.1.1. Idle animation

3.4.1.2. Walk animation

3.4.1.3. Jump animtaion

3.4.1.4. Fall animation

3.4.1.5. Damage animation

3.4.1.6. Dying animation

3.4.1.7. Status effect animation

3.4.1.8. Damage special feedback animation

3.4.1.9. Attack special feedback animation

3.4.2. Obstacle assets

3.4.3. Layer 1 and 2 background graphics

3.4.4. Gameplay level ground and platform graphics

3.5. Sound

3.5.1. Background music plays

3.5.2. Enemy attack sound and enemy hit character sound

3.5.3. Character collects collectibles sound

3.6. Functionality

3.6.1. Background level 1 and 2 scrolling

3.6.2. Gameplay level for ground and platform scroling

3.6.3. Enemy AI movement/attack/action is present

4. Pause Screen

4.1. Visuals - UI

4.1.1. Screen darkens

4.1.2. Pause caption

4.1.3. Instructions to unpause

4.2. Usability

4.2.1. Pause caption is clear and visible

4.2.2. Instructions are clear and visible

4.2.3. Pause caption is positioned at 1/3 of screen, and occupies at least 1/6 of the screen

4.2.4. Caption is clear and visible

4.3. Functionality

4.3.1. Unpause key

5. Gameover Screen

5.1. Visuals

5.1.1. Transition animation to screen

5.1.2. Game over caption

5.1.3. "Restart Level" in neutral/mouse over/hit state

5.1.4. "Back to Title" in neutral/mouse over/hit state

5.1.5. Background graphics

5.1.6. Transition animation when exiting screen

5.2. Sound

5.2.1. Non loop BGM

5.2.2. "Restart Level" mouse over/hit sound effects

5.2.3. "Back to Title" mouse over/hit sound effects

5.3. Usability

5.3.1. Buttons is clear and visible

5.3.2. Game over caption is positioned at rule of thirds, and occupies at least 1/5 of the screen

5.3.3. Caption is clear and visible

5.4. Functionality

5.4.1. Restart level button

5.4.2. Back to title button

6. Victory Screen

6.1. Visuals

6.1.1. Transition to screen animation

6.1.2. Victory caption

6.1.3. "Next Level" in its neutral/mouse over/hit state

6.1.4. Background graphics

6.1.5. Exit screen transition

6.1.6. Score display

6.1.7. Collectibles display

6.2. Sound

6.2.1. Background music plays

6.2.2. "Next Level" mouse over/hit sound effects

6.3. Usability

6.3.1. Buttons is clear and visible

6.3.2. Victory caption is positioned at rule of thirds, and occupies at least 1/5 of the screen

6.3.3. Caption is clear and visible

6.3.4. Score display is clear and visible on all backgrounds

6.3.5. Collectibles display and icon contrast from background

6.4. Functionality

6.4.1. Restart level

6.4.2. Back to title

7. Read my mindmap in a clockwise fashion

8. THEN HERE

9. THEN HERE

10. START HERE

11. Introduction Screen

11.1. Visuals

11.1.1. Studio logo appears for 5 seconds

11.1.1.1. "Skip Studio Animation"

11.1.1.1.1. In neutral state

11.1.1.1.2. Changes animation when cursor hovers over

11.2. Usability

11.2.1. Logo blends in smoothly with the background colour

11.3. Functionality

11.3.1. Skips the studio animation screen

12. Title Screen

12.1. Visuals

12.1.1. Transition animation when entering Title Screen

12.1.2. Game logo icon appears

12.1.3. "Start Game"

12.1.3.1. In neutral state

12.1.3.2. Animation occurs when cursor hovers over

12.1.3.3. Animation occurs when activated

12.1.4. "Options"

12.1.4.1. In neutral state

12.1.4.2. Animation occurs when cursor hovers over

12.1.4.3. Animation occurs when activated

12.1.5. "Credits"

12.1.5.1. In neutral state

12.1.5.2. Animation occurs when cursor hovers over

12.1.5.3. Animation occurs when activated

12.1.6. Copyright statement appears at the bottom of the screen

12.1.7. Background graphics are present at title screen

12.1.8. Transition animation when leaving the title screen

12.2. Sound

12.2.1. Background music plays during title screen

12.2.2. "Start Game"

12.2.2.1. Sound plays when cursor hovers over

12.2.2.2. Sound plays when activated

12.2.3. "Options"

12.2.3.1. Sound plays when cursor hovers over

12.2.3.2. Sound plays when activated

12.2.4. "Credits"

12.2.4.1. Sound plays when cursor hovers over

12.2.4.2. Sound plays when activated

12.3. Usability

12.3.1. Buttons are clear and visible

12.3.2. Logo is positioned at 1/3 of the screen's 9-grid

12.3.3. Logo occupies at least 1/4 of the screen

12.3.4. Logo has clear contrast from background

12.4. Functionality

12.4.1. Starts the game

12.4.2. Edit game options

12.4.3. View game credits

13. Credit Screen

13.1. Visuals

13.1.1. Transition animation when entering Credits

13.1.2. Displays "Name - Role"

13.1.3. Sources credits display

13.1.4. "Back"

13.1.4.1. In neutral state

13.1.4.2. Animation occurs when cursor hovers over

13.1.4.3. Animation occurs when activated

13.1.5. Background graphics are present at credit screen

13.1.6. Transition animation when leaving credit screen

13.2. Sound

13.2.1. Background Music plays during credit screen

13.2.2. "Back"

13.2.2.1. Sound plays when cursor hovers over

13.2.2.2. Sound plays when cursor activated

13.3. Usability

13.3.1. "Back" button is clear and visible

13.3.2. "Back" button is positioned at either the lower left/right of the screen

13.4. Functionality

13.4.1. Exit game credits

14. Gameplay Screen

14.1. Visuals

14.1.1. Non-diegetic UI

14.1.1.1. HP (Hit Points/Health) bar

14.1.1.1.1. Appears on screen

14.1.1.1.2. Animation occurs when HP is deducted

14.1.1.1.3. Animation occurs when HP is added

14.1.1.2. MP (Magic Points) bar

14.1.1.2.1. Appears on screen

14.1.1.2.2. Animation occurs when MP is deducted

14.1.1.2.3. Animation occurs when MP is added

14.1.1.3. Skill Swap icon appears on screen

14.1.1.4. Score Display appears on screen

14.1.1.5. Money Credits icon appears on screen

14.1.1.6. Collectibles Display appears on screen

14.1.1.7. Animation occurs when collectables are received

14.1.2. Spatial UI

14.1.2.1. Animation occurs to show Damage Dealt numbers

14.1.2.2. Animation occurs to show Damage Received numbers

14.1.2.3. Character emotion icons appear on screen

14.2. Usability

14.2.1. HP Bar

14.2.1.1. Clear and visible on all backgrounds

14.2.1.2. Its height is about 1/5 of the screen

14.2.2. MP Bar

14.2.2.1. Clear and visible on all backgrounds

14.2.2.2. Its width is about 1/3 of screen

14.2.3. Skill Swap icon is clear and visible on all backgrounds

14.2.4. Score Display is clear and visible on all backgrounds

14.2.5. Money Credits icon is clear and visible on all backgrounds

14.2.6. Collectibles Display is clear and visible on all backgrounds

14.2.7. UI

14.2.7.1. UI is positioned at 1/3 of the the screen's 9-grid

14.2.7.2. UI considers user reading order

14.2.8. Damage numbers is clear and visible on all backgrounds

14.3. Functionality

14.3.1. HP Bar increases and deceases with gameplay

14.3.2. MP Bar increases and decreases with gameplay

14.3.3. Skill icons can be switched

14.3.4. Score display updates with gameplay

14.3.5. Money credits display updates with gameplay

14.3.6. Collectibles display updates with gameplay

15. In-Game General

15.1. Design

15.1.1. Level 1 layout

15.1.1.1. Enemies placement

15.1.2. Level 2 layout

15.1.2.1. Enemies placement

15.1.3. Level 3 layout

15.1.3.1. Enemies placement

15.2. Visuals - Ingame

15.2.1. Character asset

15.2.1.1. Start stage animation

15.2.1.2. Idle state animation

15.2.1.3. Walking animation

15.2.1.4. Jumping animation

15.2.1.5. Falling animation

15.2.1.6. Damage animation

15.2.1.7. Dying animation

15.2.1.8. Status effects have animation

15.2.1.9. Attack animation

15.2.1.10. Air attack animation

15.2.1.11. Special damage feedback animation

15.2.1.12. Special walk feedback animation

15.2.1.13. Special attack feedback animation

15.2.1.14. Special fall feedback animation

15.2.1.15. Invincibility animation

15.2.2. Collectibles graphics

15.2.2.1. Attractive collects collectibles special animation

15.2.2.2. Character collects collectibles special animation

15.3. Usability

15.3.1. Character is centralised on the screen

15.3.2. Character is positioned along the lower lines in rules of third

15.3.3. There is sufficient space on the sides for players to see the map

15.3.4. Character invincibility lasts for 3 seconds

15.4. Functionality

15.4.1. Movement and actions correspond to the correct keys

15.4.2. Character hp decreases according to damage taken

15.5. Sound

15.5.1. Background Music plays

15.5.2. Character

15.5.2.1. Attack sound

15.5.2.2. Attack hits enemy sound

15.5.2.3. Collects collectibles sound

15.5.2.4. Heals sound

16. Level 1 - Tutorial

16.1. Visuals - Non diegetic UI

16.1.1. Movement instructions

16.1.2. Movement key icons

16.1.3. Action/Attack instructions and key icons

16.1.4. Objective instructions

16.2. Usability

16.2.1. Movement instructions is clear and visible on all backgrounds

16.2.2. Movement keys are clear and visible on all backgrounds

16.2.3. Action/Attack instructions and key icons are clear and visible on all backgrounds

16.2.4. Objective instructions are clear and visible on all backgrounds

16.2.5. Instructions are positioned and captures the attention of the player, does not obstruct gameplay

16.2.6. 2 types of fonts or less are used

16.3. Design

16.3.1. Level layout

16.3.2. Enemies are placed in the level

16.3.3. Collectibles are placed in the level

16.3.4. Obstacles are placed in the level

16.3.5. Difficulty progresses

16.3.6. Balanced placement

16.3.7. New mechanics introduction

16.3.8. Theme consistency

16.4. Visuals - Game

16.4.1. Enemy asset

16.4.1.1. Idle animation

16.4.1.2. Walk animation

16.4.1.3. Jump animtaion

16.4.1.4. Fall animation

16.4.1.5. Damage animation

16.4.1.6. Dying animation

16.4.1.7. Status effect animation

16.4.1.8. Damage special feedback animation

16.4.1.9. Attack special feedback animation

16.4.2. Obstacle assets

16.4.3. Layer 1 and 2 background graphics

16.4.4. Gameplay level ground and platform graphics

16.5. Sound

16.5.1. Background music plays

16.5.2. Enemy attack sound and enemy hit character sound

16.5.3. Character collects collectibles sound

16.6. Functionality

16.6.1. Background level 1 and 2 scrolling

16.6.2. Gameplay level for ground and platform scroling

16.6.3. Enemy AI movement/attack/action is present