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P1623606 저자: Mind Map: P1623606

1. Introduction Screen

1.1. Visual

1.1.1. Studio Logo Animation Appears for not more then 5s

1.1.2. Skip Studio animation appears

1.1.2.1. Neutral state

1.1.2.2. Moused over state

1.2. Usability

1.2.1. Logo contrast well with background

1.3. Functionality

1.3.1. Skip studio animation button

2. Title Screen

2.1. Visual

2.1.1. After introduction screen

2.1.1.1. Enters screen transition animation to title screen

2.1.1.1.1. game logo graphics (not font)

2.1.1.1.2. Start game button appears

2.1.1.1.3. Options button appears

2.1.1.1.4. Credits button appears

2.1.1.1.5. Exiting Screen transition animation, when clicked on any of the above buttons

2.1.1.1.6. copyright statement

2.1.1.1.7. background graphics

2.1.1.1.8. BGM

2.1.2. Usability

2.1.2.1. Buttons can be seen clearly

2.1.2.2. logo is positioned at point of focus (rule of thirds)

2.1.2.3. Logo size occupies 1/4 of screen

2.1.2.4. logo contrast with background

2.1.3. Functionality

2.1.3.1. start game button

2.1.3.2. options button ( if applicable)

2.1.3.3. credits button ( if applicable)

3. Victory Screen

3.1. Visuals

3.1.1. Transitions to victory screen anmation

3.1.1.1. Victory caption

3.1.1.1.1. Buttons

3.1.1.1.2. Score display (if applicable)

3.1.1.1.3. Collectables display + icon (if applicable)

3.1.1.2. Exit victory screen transition animation

3.1.2. background graphics

3.2. Sound

3.2.1. BGM

3.2.1.1. Buttons

3.2.1.1.1. next level button

3.3. Usability

3.3.1. Buttons

3.3.1.1. Can be seen clearly

3.3.2. Captions

3.3.2.1. Victory caption

3.3.2.1.1. positioned at a point of focus (rule of thirds

3.3.2.1.2. size occupies 1/5 of screen

3.3.3. Contrast from background

3.3.3.1. Score display

3.3.3.2. Collectibles display + icons

3.4. Functionality

3.4.1. restart level button

3.4.2. back to title button

4. Game Level

4.1. Level 1 Tutorial

4.1.1. Visuals - Non diegetic UI

4.1.1.1. Movement

4.1.1.1.1. Instuctions

4.1.1.1.2. key and icons

4.1.1.2. Action and Attack

4.1.1.2.1. Instructions

4.1.1.2.2. keys and icons

4.1.1.3. Objective instructions

4.2. Level 2

4.2.1. Visuals - Non diegetic UI

4.2.1.1. Instuctions

4.2.1.1.1. Objectives

4.2.1.1.2. New mechanics

4.2.2. Usability

4.2.2.1. New mechanics instructions are to contrast with background

4.3. Level 3

4.3.1. Visuals - Non diegetic UI

4.3.1.1. Instuctions

4.3.1.1.1. Objectives

4.3.1.1.2. New mechanics

4.3.2. Usability

4.3.2.1. New mechanics instructions are to contrast with background

4.3.3. New mechanics instructions are to contrast with background

4.4. General Level Similarity

4.4.1. Usability

4.4.1.1. Fonts

4.4.1.1.1. 2 types of font used only

4.4.1.2. Instuctions

4.4.1.2.1. Positioned to capture attention of player

4.4.1.2.2. Positioned to not obstruct gameplay

4.4.1.3. To contrast from all types of backgrounds

4.4.1.3.1. Actions/Attack

4.4.1.3.2. Movement

4.4.1.3.3. Objectives

4.4.2. Design

4.4.2.1. Level layouts

4.4.2.2. Enemies placement levels

4.4.2.3. Collectables placement in level

4.4.2.4. obstacles placement

4.4.2.5. progressive difficulty

4.4.2.6. placement balance

4.4.2.7. Introduction on new mechanics

4.4.2.8. theme consistency

4.4.3. Sound

4.4.3.1. Enemy

4.4.3.1.1. Attacking sound fx

4.4.3.1.2. attacking hits character sound fx

4.4.3.2. BGM

4.4.3.3. character

4.4.3.3.1. collects collectables sound fx

4.4.4. Visuals - Game

4.4.4.1. Enemy Assets

4.4.4.1.1. Animation

4.4.4.2. Obstacle assets

4.4.4.3. Graphics

4.4.4.3.1. Background

4.4.4.3.2. Gameplay level

4.4.5. Functionality

4.4.5.1. Background

4.4.5.1.1. layer 1 scrolling

4.4.5.1.2. layer 2 scrolling

4.4.5.2. game play

4.4.5.2.1. ground scrolling

4.4.5.2.2. platform scrolling

4.4.5.3. enemy A.I.

4.4.5.3.1. movement is present

4.4.5.3.2. attack is present

4.4.5.3.3. action is present

5. Credit screen

5.1. Visuals

5.1.1. After title screen

5.1.1.1. Enter screen transition animation to credit screen

5.1.1.1.1. Source credit display

5.1.1.1.2. Names and roles display

5.1.1.1.3. 'Back' button appears

5.1.1.1.4. Exiting Screen transition animation, when click on back button

5.1.1.1.5. background graphics

5.1.1.1.6. BGM

5.2. usability

5.2.1. back button can be clearly seen

5.2.2. back button positioning

5.2.2.1. lower right of screen

5.2.2.2. lower left of screen

5.3. Functionality

5.3.1. Back button

6. Gameplay Screen

6.1. Visuals (Non-diegetic UI)

6.1.1. Hp bar/ Icon

6.1.1.1. Hp bar/ Icon decrease feedback animation

6.1.1.1.1. from taking damage etc

6.1.1.2. Hp / icon increase feedback animation

6.1.1.2.1. from gaining life, auto recharge / health pickups etc

6.1.2. Skill/ Mp bar

6.1.2.1. Skill/ Mp bar decrease feedback animation

6.1.2.1.1. from using skill etc

6.1.2.2. Skill/ Mp bar increase feedback animation

6.1.2.2.1. from not using skill after awhile, auto recharge/ pickups etc

6.1.3. Switching skills icon (1)

6.1.4. Score display (2)

6.1.5. Money Credits Display + Icon (3)

6.1.6. Collectibles Display + Icon (4)

6.1.6.1. Obtain collectibles feedback animation

6.2. Visuals ( Spartial UI)

6.2.1. Character Damage Number display

6.2.1.1. animation occus

6.2.2. Enemy damage number display

6.2.2.1. animation occurs

6.2.3. Character emotions icon

6.2.3.1. taking damage/ healing /using skills etc

6.3. Usability

6.3.1. HP bar/ Icon and Skill/Mp bar

6.3.1.1. Contrast from all types of background

6.3.1.2. Height should be about 1/5 of screen

6.3.1.3. width should be about 1/3 of screen

6.3.2. Icons that must contrast from all types of background

6.3.2.1. Switch Skills icon (1)

6.3.2.2. Score display (2)

6.3.2.3. Money credits display + icon (3)

6.3.2.4. Collectibles display + icon (4)

6.3.2.5. Damage number display

6.3.3. UI

6.3.3.1. Layout is with reference to rule of thirds / Golden ratio

6.3.3.2. Layout  with consideration of user reading order

6.4. Functionality

6.4.1. Hp Bar/icon + Skill/Mp bar

6.4.1.1. Will decrease/increase with gameplay

6.4.2. Skill icons

6.4.2.1. can be switched/toggled

6.4.3. Icons that will update with gameplay

6.4.3.1. Score display (2)

6.4.3.2. Money credits display (3)

6.4.3.3. Collectible display (4)

7. Pause screen

7.1. Visuals-UI

7.1.1. Screen Darkens

7.1.2. Pause captions appear

7.1.2.1. examples

7.1.2.1.1. options

7.1.2.1.2. Exit game

7.1.3. Instructions to unpause

7.1.3.1. examples

7.1.3.1.1. Hit ' Escape ' key

7.2. Usability

7.2.1. Pause Captions

7.2.1.1. Can be clearly seen

7.2.1.2. positioned at point of focus

7.2.1.2.1. rule of thirds

7.2.1.3. size

7.2.1.3.1. occupies atleast 1/6 of screen

7.2.2. Captions

7.2.2.1. Contrast with background

7.3. Functionality

7.3.1. Unpause key

8. Gameover Screen

8.1. Visuals

8.1.1. Transitions to screen animation, upon game over

8.1.1.1. Game over captions

8.1.1.1.1. Restart level button

8.1.1.1.2. back to title button

8.1.1.1.3. Background graphics

8.1.1.2. Exiting game over screen transition animation

8.2. Sound

8.2.1. BGM (Non loop)

8.2.1.1. restart level button sound fx

8.2.1.1.1. mouse over sound fx

8.2.1.1.2. hit sound fx

8.2.1.2. back to title button sound fx

8.2.1.2.1. mouse over sound fx (if applicable)

8.2.1.2.2. hit sound fx (if applicable)

8.3. Functionality

8.3.1. Captions

8.3.1.1. Restart level button

8.3.1.2. back to title button

8.4. Usability

8.4.1. Buttons can be seen clearly

8.4.1.1. Captions contrasts from background

8.4.2. Game over caption is positioned at point of focus (rules of third)

8.4.3. Game over caption size occupies at least 1/5 of screen

9. IN-Game General

9.1. Level 1

9.1.1. level 1 layout

9.1.2. Enemies placement

9.2. Level 2

9.2.1. Level 2 layout

9.2.2. Enemies placement

9.3. Level 3

9.3.1. level 1 layout

9.3.2. Enemies placement

9.4. Visual-In game

9.4.1. Character Asset

9.4.1.1. Start stage animation upon entering screen

9.4.1.2. Animations

9.4.1.2.1. Idle state

9.4.1.2.2. Walk state

9.4.1.2.3. Jump state

9.4.1.2.4. Fall state

9.4.1.2.5. Dying state

9.4.1.2.6. Status effect state(s)

9.4.1.2.7. Attack state(s)

9.4.1.2.8. Air attack state(s)

9.4.1.2.9. Damage special fx feedback

9.4.1.2.10. Walk special fx feedback

9.4.1.2.11. Attack special fx feedback

9.4.1.2.12. Fall special fx feedback

9.4.1.2.13. Invincibility

9.4.1.3. Character collecting collectables special fx animation

9.4.2. Collectables graphics

9.4.2.1. collectables state special fx animation (Attraction)

9.5. Usability

9.5.1. Character

9.5.1.1. Centralised in middle column

9.5.1.2. positioned along lower line in rule of thirds

9.5.1.3. invincibility lasts 3 seconds

9.5.2. Enemies/Obstacles

9.5.2.1. in a sufficient space on the sides for player to see them

9.6. Functionality

9.6.1. Movement and actions corresponds to correct keys

9.6.2. character hp decreases according to damage Figure when hit

9.7. Sound

9.7.1. BGM

9.7.1.1. Character

9.7.1.1.1. Attack sound

9.7.1.1.2. Attack hits enemy sound fx

9.7.1.1.3. Collecting collectables sound fx

9.7.1.1.4. Heals sound fx