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P1601738 por Mind Map: P1601738

1. title screen

1.1. title screen(visual)

1.1.1. show copyright statement

1.1.1.1. show screen transition animation game logo graphic

1.1.1.1.1. Show background graphics

1.2. title screen animation (functionality)

1.2.1. title screen animation (functionality)

1.2.1.1. (if neutral state=true       showanimation) (if mouse over state=true       show animation) (if hit state=true       showanimation)

1.2.2. title screen(functionality)

1.2.2.1. (if click start game button       goto gameplay screen) (if click options button       goto option screen) (if click credit button       goto credit screen)

1.3. title screen(sound)

1.3.1. play BGM

1.3.2. Mouse hovers over option button

1.3.2.1. play mouse over sounds fx

1.3.2.1.1. Hit option button

1.3.3. Mouse hovers over credits button

1.3.3.1. play mouse over sound fx

1.3.3.1.1. Hit option button

1.3.4. Mouse hovers over start button

1.3.4.1. play mouse over sound fx

1.3.4.1.1. Click start button

1.4. title screen(Usability)

1.4.1. Button can be clearly seen

1.4.2. Logo

1.4.2.1. Logo is positioned at point of focus Logo size occupies at lease 1/4 of screen Logo contrast from background

2. Credit screen

2.1. credit screen (visuals)

2.1.1. Credit screen animation

2.2. credit screen(sounds)

2.2.1. Credit screen BGM

2.3. credit screen(Usability)

2.3.1. Back button can be clearly seen

2.3.2. Back button position at lower right/lower left of screen

2.4. credit screen(functinality)

2.4.1. Goes back to title screen after hitting back button

3. var charactercontrol =character can be control

4. var collectablethings = items can be collected

5. var obstacle = character cannot pass through

6. Names and roles display

7. Source Credit display

8. Background Grahpics

9. Back button

10. Gameplay screen

10.1. gameplay screen 1

10.1.1. gameplay screen(Visual non-diegetic UI)

10.1.1.1. Start of game show HP bar/icons, MP/skills bar/icons, switch skill icons, Score Display, money credits display + icons and collectables display + icons

10.1.1.1.1. gameplay screen(functionality)

10.1.2. gameplay screen(Usability)

10.1.2.1. HP/MP bar contrast from all types of background HP/MP bar height is about 1/5 of screen HP/MP bar width is about 1/3 of screen switch skill icon contrast from all types of background score display contrast from all types of background money credits display +icon contrast from all types of background collectables display + icon contrast from all types of background UI is layout with rules of third/golden ratio UI is layout with considerate user reading order damage number display contrast from all types of background

10.1.3. gameplay screen (visual spatial UI)

10.1.3.1. (if character decrease HP exists character damage number display+animation) (if enemy  decrease HP exists enemy damage number display + animation) (character emotions icons change if getting damage               Heal              clear stage              die              used skill)

10.1.4. gameplay screen( in-game general) (design)

10.1.4.1. If character in level one show level 1 layout If character in level two show level 2 layout  If character in level three  show level 3 layout

10.1.4.1.1. level one

10.1.4.1.2. level two

10.1.4.1.3. level three

10.2. gameplay screen 2

10.2.1. Visuals - in game

10.2.1.1. If possible character can be controlled var character control

10.2.1.1.1. If character start at re spawn place show start stage animation

10.2.1.1.2. If character not moving show idle + animation

10.2.1.1.3. If character move show walk state + animation

10.2.1.1.4. If character jump show jump state + animation

10.2.1.1.5. If character receiving damage show damage state + animation

10.2.1.1.6. If If character dying show dying state + animation

10.2.1.1.7. If character getting status effect(s) show status effect + animation

10.2.1.1.8. If character attack show attack state(s) + aniamtion

10.2.1.1.9. If character air attack show air attact(s) state + animation

10.2.1.1.10. If character getting invincibility and spawning" show invincibility effect + animation

10.2.1.1.11. If character collect var collectablethings show collectable effect + aniamtion

10.2.1.1.12. visual - in game(functionality)

10.2.1.2. Visual - in game (Usability)

10.2.1.2.1. character is centralized in the middle column Character is position along the lower line in rules of third There is sufficient space on the sides for player to see enemies/obstacles character invincibility 3 sec

10.2.1.3. Visual - in game(Sound)

10.2.1.3.1. BGM play correctly when in different stage

10.2.1.3.2. If character attack enemy success play Character attack sound fx

10.2.1.3.3. If character collectablethings play collectables sound fx

10.2.1.3.4. If character getting damage play character getting hurt sound fx

10.2.1.3.5. If character getting heals play heals sound fx

10.3. gameplay screen 3 (level one tutorial)

10.3.1. level one visual - Non-diegetic UI

10.3.1.1. If character move to hint spot show movement instructions          movement keys icons          action/attack keys icons          object instructions

10.3.2. level one usability

10.3.2.1. movement instruction contrast from all types of background Movement keys icons contrast from all types of background action/attack instruction contrast from all types of background objective instruction contrast from all types of background Instruction are positioned to capture attention of player instruction are positioned to not obstruct gameplay 2 types of fonts or less are used

10.3.3. Gameplay screen (level one) (design)

10.3.3.1. show level one layout

10.3.3.2. Enemy spawn in correct place in level one varCollectablethings place in correct place Obstacles place correctly in level one adjust the difficulty in level one Placement balance are good to have When character walk to new mechanics show introduction Theme fit accordingly to the level

10.3.4. Gameplay screen(level one)(visual)

10.3.4.1. When game screen show enemy Show enemy assets(s)

10.3.4.1.1. Enemy asstes(s)

10.3.4.2. When game screen show obstacles put varobstacles assets

10.3.4.3. When jump in level 1 show background layer graphic 1          background layer graphic 2          ground graphic          platform graphic

10.3.5. Gameplay screen(level one)(sound)

10.3.5.1. Play BGM when start of the level one

10.3.5.2. when enemy attack=true play enemy sound fx when enemy attack character=true play enemy attack hit character sound fx when character collect varcollectablethings play character collects collectables sound fx

10.3.6. Gameplay screen(level one)(functionality)

10.3.6.1. When character move forward/backward show effects of background layer 1 scrolling                          background layer 2 scrolling                          ground scrolling                           platform scrolling show the present of enemy A.I movement                                   enemy A.I attack                                  enemy A.I action

10.4. Gameplay screen 4(level two)

10.4.1. gameplay screen(level two)(visual-non-diegetic UI)

10.4.1.1. If character move to new mechanics/objectives show intructions

10.4.2. gameplay screen(level two)(Usability

10.4.2.1. New mechanics instructions contrasts from all types of background  objectives instructions contrasts from all types of background instructions are positioned to capture attention of player instructions are positioned to not obstruct gameplay 2 types of fonts or less are used

10.4.3. gameplay screen (level two)(design)

10.4.3.1. if character jump in to level two show level layout         enemy placed correctly         varcollectablathings placed correctly         varobstacles placed correctly  Adjust the difficulty  to fit level 2 placement good to have show instruction when towards mechanics extension/new mechanics theme fit accordingly to level 2

10.4.4. Gameplay screen(level two)(visual)

10.4.4.1. When game screen show enemy Show enemy assets(s)

10.4.4.1.1. Enemy asstes(s)

10.4.4.2. When game screen show obstacles put varobstacles assets

10.4.4.3. When jump in level 2 show background layer graphic 1          background layer graphic 2          ground graphic          platform graphic

10.4.5. Gameplay screen(level two)(sound)

10.4.5.1. Play BGM when start of the level two

10.4.5.2. when enemy attack=true play enemy sound fx when enemy attack character=true play enemy attack hit character sound fx when character collect varcollectablethings play character collects collectables sound fx

10.4.6. Gameplay screen(level two)(functionality)

10.4.6.1. When character move forward/backward show effects of background layer 1 scrolling                          background layer 2 scrolling                          ground scrolling                           platform scrolling show the present of enemy A.I movement                                   enemy A.I attack                                  enemy A.I action

10.5. Gameplay screen 5(level three)

10.5.1. gameplay screen(level three)(visual-non-diegetic UI)

10.5.1.1. If character move to new mechanics/objectives show intructions

10.5.2. gameplay screen(level three)(Usability

10.5.2.1. New mechanics instructions contrasts from all types of background  objectives instructions contrasts from all types of background instructions are positioned to capture attention of player instructions are positioned to not obstruct gameplay 2 types of fonts or less are used

10.5.3. gameplay screen (level three)(design)

10.5.3.1. if character jump in to level two show level layout         enemy placed correctly         varcollectablathings placed correctly         varobstacles placed correctly Adjust the difficulty  to fit level 3 placement good to have show instruction when towards mechanics extension/new mechanics theme fit accordingly to level 3

10.5.4. Gameplay screen(level three)(visual)

10.5.4.1. When game screen show enemy Show enemy assets(s)

10.5.4.1.1. Enemy asstes(s)

10.5.4.2. When game screen show obstacles put varobstacles assets

10.5.4.3. When jump in level 3 show background layer graphic 1          background layer graphic 2          ground graphic          platform graphic

10.5.5. Gameplay screen(level three)(sound)

10.5.5.1. Play BGM when start of the level three

10.5.5.2. when enemy attack=true play enemy sound fx when enemy attack character=true play enemy attack hit character sound fx when character collect varcollectablethings play character collects collectables sound fx

10.5.6. Gameplay screen(level three)(functionality)

10.5.6.1. When character move forward/backward show effects of background layer 1 scrolling                          background layer 2 scrolling                          ground scrolling                           platform scrolling show the present of enemy A.I movement                                   enemy A.I attack                                  enemy A.I action

10.6. Gameplay screen 6(pause screen)

10.6.1. Gameplay (pause screen)(visual - UI)

10.6.1.1. When press pause the screen is darker show pause caption          instruction to unpause

10.6.2. Gameplay screen (pause screen)(Usability)

10.6.2.1. Pause caption can be clearly seen Instruction can be clearly seen pause caption is positioned at point of focus(rules of third) pause caption size oppupies at lease 1/6 screen

10.6.3. Gameplay screen(pause screen)(Functionality)

10.6.3.1. When press unpause key resume game

10.7. Gameplay screen7(game over screen)

10.7.1. Gameplay screen(game over screen)(Visuals)

10.7.1.1. when character die/life end show transition to screen animation           Game over caption            restart level button-neutral state           restart level button-mouse over state           restart level button-hit state+animation           back to title button-neutral state           back to title button-mouse over state           back to title button- hit state+animation           background graphic           exit screen transition animation

10.7.2. Gameplay screen(game over screen)(sound)

10.7.2.1. when character die/life end play BGM(non-stop)         restart level button-mouse over sound fx         restart level button-hit sound fx         back to title button-mouse over sound fx         back to title button-hit sound fx

10.7.3. Gamplay screen(game over screen)(Usability)

10.7.3.1. button can be clearly seen game over caption is positioned at point of focus(rules of third) gameover caption size occupies at lease 1/5 of screen caption contrast from background

10.7.4. Gamplay screen(game over screen)(functionality)

10.7.4.1. when hit restart button goto level=character died level start point when hit title button goto screen title screen

10.8. Gameplay screen8(victory screen)

10.8.1. Gameplay screen8(victory screen)(visual)

10.8.1.1. when complete level exists show transition to screen animation          victory caption          next level button-neutral state          next level button-mouse over state          next level button-hit state+animation          background graphics          exit screen transition animation          score display(if applicable)          collectables display + icon

10.8.2. Gameplay screen8(victory screen)(usability)

10.8.2.1. button can be clearly seen victory caption is positioned at point of focus(rules of third) victory caption size occupies at lease 1/5 of screen caption from background score display contrast from background collectables display+icon contrast from background

10.8.3. Gameplay screen8(victory screen)(sound)

10.8.3.1. when complete level exists play BGM        next level button-mouse over sound fx        next level button-hit sound fx

10.8.4. Gameplay screen8(victory screen)(functionality)

10.8.4.1. when press restart button goto level=character victory level start point when press back to title button goto title screen when press next continue button goto level=character victory level next level starting point