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Rocket clouds
1623424 por Mind Map: 1623424

1. Introduction Screen

1.1. Visuals

1.1.1. Studio logo animation ( 5 secs )

1.1.2. Skip studio animation button

1.1.2.1. Neutral state

1.1.2.2. Mouse 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. Visuals

2.1.1. Enter screen transition animation

2.1.2. Game logo graphics

2.1.3. Start game button

2.1.3.1. Neutral state

2.1.3.2. Mouse over state

2.1.3.3. Clicked state + animation

2.1.4. Options button

2.1.4.1. Neutral state

2.1.4.2. Mouse over state

2.1.4.3. Clicked state + animation

2.1.5. Credits button

2.1.5.1. Neutral state

2.1.5.2. Mouse over state

2.1.5.3. Clicked state + animation

2.1.6. Background graphics

2.1.7. Copyright statement

2.1.8. Exit screen transition animation

2.2. Sound

2.2.1. BGM

2.2.2. Start game button

2.2.2.1. Mouse over sound fx

2.2.2.2. Clicked sound fx

2.2.3. Options button

2.2.3.1. Mouse over sound fx

2.2.3.2. Clicked sound fx

2.2.4. Credits button

2.2.4.1. Mouse over sound fx

2.2.4.2. Clicked sound fx

2.3. Usability

2.3.1. Buttons are clearly seen

2.3.2. Logo is positioned at point of focus

2.3.3. Logo size occupies 1/4 of screen

2.3.4. Logo contrast from background

2.4. Functionality

2.4.1. Start game button

2.4.2. Options button

2.4.3. Credits button

3. Credits Screen

3.1. Visuals

3.1.1. Enter screen transition animation

3.1.2. Names and roles display

3.1.3. Source credit display

3.1.4. Back button

3.1.4.1. Neutral state

3.1.4.2. Mouse over state

3.1.4.3. Clicked state + animation

3.1.5. Background graphics

3.1.6. Exit screen transition animation

3.2. Sound

3.2.1. BGM

3.2.2. Back button

3.2.2.1. Mouse over sound fx

3.2.2.2. Clicked sound fx

3.3. Usability

3.3.1. Back button

3.3.1.1. Clearly seen

3.3.1.2. Positioned at lower left/right of screen

3.4. Functionality

3.4.1. Back button

4. Gameplay Screen

4.1. Visuals - Non-diegetic UI

4.1.1. HP bar

4.1.1.1. Increase feedback animation

4.1.1.2. Decrease feedback animation

4.1.2. MP bar

4.1.2.1. Increase feedback animation

4.1.2.2. Decrease feedback animation

4.1.3. Switch skills icon

4.1.4. Score display

4.1.5. Money credits display + icon

4.1.6. Collectibles display + icon

4.1.7. Obtain collectibles feedback animation

4.2. Visuals - Spatial UI

4.2.1. Character damage number display + animation

4.2.2. Enemy damage number display + animation

4.2.3. Character emotions icon

4.3. Usability

4.3.1. HP bar + MP bar

4.3.1.1. Height is about 1/5 of screen

4.3.1.2. Width is about 1/3 of screen

4.3.2. Contrast from all types of background

4.3.2.1. HP bar + MP bar

4.3.2.2. Switch skill icons

4.3.2.3. Score display

4.3.2.4. Collectibles display

4.3.2.5. Damage number

4.3.3. UI is layout with reference to rules of third

4.3.4. UI is layout with consideration to user reading order

4.4. Fuctionality

4.4.1. HP bar + MP bar

4.4.1.1. Increase/decrease with gameplay

4.4.2. Skill icons can be toggled

4.4.3. Score display updates with gameplay

4.4.4. Money credits display updates with gameplay

4.4.5. Collectibles display updates with gameplay

4.5. Design

4.5.1. Layout

4.5.1.1. Level 1

4.5.1.2. Level 2

4.5.1.3. Level 3

4.5.2. Enemies placement

4.5.2.1. Level 1

4.5.2.2. Level 2

4.5.2.3. Level 3

4.6. Visuals - Ingame

4.6.1. Character asset

4.6.1.1. Start stage animation

4.6.1.2. Idle state + animation

4.6.1.3. Walk state + animation

4.6.1.4. Jump state + animation

4.6.1.5. Fall state + animation

4.6.1.6. Damaged state + animation

4.6.1.7. Dying state + animation

4.6.1.8. Status effect state + animation

4.6.1.9. Attack state(s) + animation(s)

4.6.1.10. Air attack state(s) + animation(s)

4.6.1.11. Damage special fx feedback animation

4.6.1.12. Walk special fx feedback animation

4.6.1.13. Attack special fx feedback animation

4.6.1.14. Fall special fx feedback animation

4.6.1.15. Invincibility animation

4.6.2. Collectibles graphics

4.6.3. Collectibles state special fx feedback animation

4.6.4. Character collects collectibles special fx animation

4.7. Usability

4.7.1. Character

4.7.1.1. Centralised in the middle column

4.7.1.2. Positioned along the lower line in rules of third

4.7.1.3. Invincibility last 3 secs

4.7.2. Sufficient space on the sides for player to see enemies/obstacles

4.8. Functionality

4.8.1. Movement and action correspond to correct keys

4.8.2. Character hp decrease according to damage figure when hit

4.9. Sound

4.9.1. BGM

4.9.2. Sound fx

4.9.2.1. Character attack

4.9.2.2. Character attack hit enemy

4.9.2.3. Character collects collectibles

4.9.2.4. Character heals

5. Level One - Tutorial

5.1. Visuals - Non-diegetic UI

5.1.1. Movement instructions

5.1.2. Movement key icons

5.1.3. Attack Instructions

5.1.4. Attack key icons

5.1.5. Objectives instructions

5.2. Usability

5.2.1. Contrasts from all types of background

5.2.1.1. Movement key icons + instructions

5.2.1.2. Attack key icons + instructions

5.2.1.3. Objectives instuctions

5.2.2. Instructructions

5.2.2.1. Positioned to capture attention of player

5.2.2.2. Positioned to no obstruct gameplay

5.2.3. 2 types of fonts or less than are used

5.3. Design

5.3.1. Level layout

5.3.2. Enemies placement in level

5.3.3. Collectibles placement in level

5.3.4. Obstacles placement

5.3.5. Progressive difficulty

5.3.6. Placement balance

5.3.7. Introduction on new mechanics

5.3.8. Theme consistency

5.4. Visuals - Game

5.4.1. Enemy

5.4.1.1. Idle state + animation

5.4.1.2. Walk state + animation

5.4.1.3. Jump state + animation

5.4.1.4. Fall state + animation

5.4.1.5. Damaged state + animation

5.4.1.6. Dying state + animation

5.4.1.7. Status effect state + animation

5.4.1.8. Damage special fx feedback animation

5.4.2. Character special attack fx feedback animation

5.4.3. Obstacles

5.4.4. Background

5.4.4.1. Layer 1 graphics

5.4.4.2. Layer 2 graphics

5.4.5. Gameplay level

5.4.5.1. Ground graphics

5.4.5.2. Platform graphics

5.5. Sound

5.5.1. BGM

5.5.2. Sound fx

5.5.2.1. Enemy attack

5.5.2.2. Enemy attack hit character

5.5.2.3. Character collects collectibles

5.6. Functionality

5.6.1. Background

5.6.1.1. Layer 1 scrolling

5.6.1.2. Layer 2 scrolling

5.6.2. Gameplay level

5.6.2.1. Ground scrolling

5.6.2.2. Platform scrolling

5.6.3. Enemy A.I.

5.6.3.1. Movement

5.6.3.2. Attack

5.6.3.3. Action

6. Level Two

6.1. Visuals - Non-diegetic UI

6.1.1. New mechanics instructions

6.1.2. Objective Instructions

6.2. Usability

6.2.1. Contrasts from all types of background

6.2.1.1. New mechanics instructions

6.2.1.2. Objective instructions

6.2.2. Instructions

6.2.2.1. Positioned to capture attention of player

6.2.2.2. Positioned to not obstruct gameplay

6.2.3. 2 types of font or less than are used

6.3. Design

6.3.1. Theme consistency

6.3.2. Introduction on new mechanics

6.3.3. Placement balance

6.3.4. Progressive difficulty

6.3.5. Obstacles placement

6.3.6. Collectibles placement in level

6.3.7. Enemies placement in level

6.3.8. Level layout

6.4. Visuals - Game

6.4.1. Enemy

6.4.1.1. Idle state + animation

6.4.1.2. Walk state + animation

6.4.1.3. Jump state + animation

6.4.1.4. Fall state + animation

6.4.1.5. Damaged state + animation

6.4.1.6. Dying state + animation

6.4.1.7. Status effect state + animation

6.4.1.8. Damage special fx feedback animation

6.4.2. Character special attack fx feedback animation

6.4.3. Obstacles

6.4.4. Background

6.4.4.1. Layer 1 graphics

6.4.4.2. Layer 2 graphics

6.4.5. Gameplay level

6.4.5.1. Ground graphics

6.4.5.2. Platform graphics

6.5. Sound

6.5.1. BGM

6.5.2. Sound fx

6.5.2.1. Enemy attack

6.5.2.2. Enemy attack hit character

6.5.2.3. Character collects collectibles

6.6. Functionality

6.6.1. Background

6.6.1.1. Layer 1 scrolling

6.6.1.2. Layer 2 scrolling

6.6.2. Gameplay level

6.6.2.1. Ground scrolling

6.6.2.2. Platform scrolling

6.6.3. Enemy A.I.

6.6.3.1. Movement

6.6.3.2. Attack

6.6.3.3. Action

7. Level Three

7.1. Visuals - Non-diegetic UI

7.1.1. New mechanics instructions

7.1.2. Objective Instructions

7.2. Usability

7.2.1. Contrasts from all types of background

7.2.1.1. New mechanics instructions

7.2.1.2. Objective instructions

7.2.2. Money credits display

7.2.3. Instructions

7.2.3.1. Positioned to capture attention of player

7.2.3.2. Positioned to not obstruct gameplay

7.2.4. 2 types of font or less than are used

7.3. Design

7.3.1. Theme consistency

7.3.2. Introduction on new mechanics

7.3.3. Placement balance

7.3.4. Progressive difficulty

7.3.5. Obstacles placement

7.3.6. Collectibles placement in level

7.3.7. Enemies placement in level

7.3.8. Level layout

7.4. Visuals - Game

7.4.1. Enemy

7.4.1.1. Idle state + animation

7.4.1.2. Walk state + animation

7.4.1.3. Jump state + animation

7.4.1.4. Fall state + animation

7.4.1.5. Damaged state + animation

7.4.1.6. Dying state + animation

7.4.1.7. Status effect state + animation

7.4.1.8. Damage special fx feedback animation

7.4.2. Character special attack fx feedback animation

7.4.3. Obstacles

7.4.4. Background

7.4.4.1. Layer 1 graphics

7.4.4.2. Layer 2 graphics

7.4.5. Gameplay level

7.4.5.1. Ground graphics

7.4.5.2. Platform graphics

7.5. Sound

7.5.1. BGM

7.5.2. Sound fx

7.5.2.1. Enemy attack

7.5.2.2. Enemy attack hit character

7.5.2.3. Character collects collectibles

7.6. Functionality

7.6.1. Background

7.6.1.1. Layer 1 scrolling

7.6.1.2. Layer 2 scrolling

7.6.2. Gameplay level

7.6.2.1. Ground scrolling

7.6.2.2. Platform scrolling

7.6.3. Enemy A.I.

7.6.3.1. Movement

7.6.3.2. Attack

7.6.3.3. Action

8. Pause Screen

8.1. Visuals - UI

8.1.1. Darken screen

8.1.2. Pause caption

8.1.3. Instruction to unpause

8.2. Usability

8.2.1. Pause caption

8.2.1.1. Clearly seen

8.2.1.2. Positioned at point of focus

8.2.1.3. Size occupies at least 1/6 of screen

8.2.2. Instructions clearly seen

8.2.3. Caption contrast from background

8.3. Functionality

8.3.1. Unpause key

9. Gameover Screen

9.1. Visuals

9.1.1. Transition to screen animation

9.1.2. Game over caption

9.1.3. Restart level button

9.1.3.1. Neutral state

9.1.3.2. Mouse over state

9.1.3.3. Clicked state + animation

9.1.4. Back to title button

9.1.4.1. Neutral state

9.1.4.2. Mouse over state

9.1.4.3. Clicked state + animation

9.1.5. Background graphics

9.1.6. Exit screen transition animation

9.2. Sound

9.2.1. BGM

9.2.2. Restart level button

9.2.2.1. Mouse over sound fx

9.2.2.2. Clicked sound fx

9.2.3. Back to title button

9.2.3.1. Mouse over sound fx

9.2.3.2. Clicked sound fx

9.3. Usability

9.3.1. Buttons are clearly seen

9.3.2. Gameover caption

9.3.2.1. Positioned at point of focus

9.3.2.2. Size occupies 1/5 of screen

9.3.2.3. Contrast from background

9.4. Functionality

9.4.1. Restart level button

9.4.2. Back to title button

10. Victory Screen

10.1. Visuals

10.1.1. Transition to screen animation

10.1.2. Victory caption

10.1.3. Next level button

10.1.3.1. Neutral state

10.1.3.2. Mouse over state

10.1.3.3. Clicked state + animation

10.1.4. Background graphics

10.1.5. Exit screen transition animation

10.1.6. Score display

10.1.7. Collectibles display + icons

10.2. Sound

10.2.1. BGM

10.2.2. Next level button

10.2.2.1. Mouse over sound fx

10.2.2.2. Clicked sound fx

10.3. Usability

10.3.1. Buttons are clearly seen

10.3.2. Victory caption

10.3.2.1. Positioned at point of focus

10.3.2.2. Size occupies 1/5 of screen

10.3.3. Contrast from background

10.3.3.1. Victory caption

10.3.3.2. Collectibles display + icons

10.3.3.3. Score display

10.4. Functionality

10.4.1. Next level button

10.4.2. Back to title button