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p1601741 создатель Mind Map: p1601741

1. Introduction Screen

1.1. Visuals

1.1.1. Aesthetic

1.1.2. Graphic

1.1.3. Animation

1.1.4. User Interface

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 (not font)

2.1.3. start game button

2.1.3.1. neutral state

2.1.3.2. mouse over state

2.1.3.3. hit state + animation

2.1.4. options button

2.1.4.1. neutral state (if applicable)

2.1.4.2. mouse over state (if applicable)

2.1.4.3. hit state + animation (if applicable)

2.1.5. credits button

2.1.5.1. neutral state

2.1.5.2. mouse over state (if applicable)

2.1.5.3. hit state + animation (if applicable)

2.1.6. copyright statement

2.1.7. background graphics

2.1.8. exit screen transition animation

2.2. Sounds

2.2.1. BGM

2.2.2. start game button

2.2.2.1. mouse over sound fx

2.2.2.2. hit sound fx

2.2.3. options button

2.2.3.1. mouse over sound fx (if applicable)

2.2.3.2. hit sound fx (if applicable)

2.2.4. credits button

2.2.4.1. mouse over sound fx (if applicable)

2.2.4.2. hit sound fc (if applicable)

2.3. Usability

2.3.1. buttons can be clearly seen

2.3.2. logo is positioned at point of focus (rules of third)

2.3.3. logo size occupies at least 1/4 of screen

2.3.4. logo contrasts from background

2.4. Functionality

2.4.1. start game button

2.4.2. options button (if applicable)

2.4.3. credits button (if applicable)

3. Credit 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. hit state + animation

3.1.5. background graphics

3.1.6. exit screen 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. hit sound fx

3.3. Usability

3.3.1. back button can be clearly seen

3.3.2. back button position at lower right/ lower left of screen

3.4. Functionality

3.4.1. back button

4. Gameplay screen

4.1. Visuals - Non diegtic UI

4.1.1. HP bar/ icons

4.1.1.1. decrease feedback animation

4.1.1.2. increase feedback animation

4.1.2. SKILL/ MP bar

4.1.2.1. decrease feedback animation

4.1.2.2. increase feedback animation

4.1.3. switch skill icons

4.1.4. score display

4.1.5. money credits display + icon

4.1.6. collectables display + icon

4.1.7. obtain collectables 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 icons

4.3. Usability

4.3.1. contrast from all types of background

4.3.1.1. HP bar/ icons

4.3.1.2. SKILL/ MP bar

4.3.1.3. switch skills icons

4.3.1.4. score display

4.3.1.5. money credits display + icons

4.3.1.6. collectables display + icon

4.3.1.7. damage number display

4.3.2. HP bar/ icons +SKILL/MP bar height is about 1/5 of screen

4.3.3. HP bar/ icons + SKILL/MP bar width is about 1/3 of screen

4.3.4. UI is layout with ref to rules of third/ golden ratio

4.3.5. UI is layout with consideration user reading order

4.4. Fuctionality

4.4.1. increase/ decrease with gameplay

4.4.1.1. HP bar/icon

4.4.1.2. SKILL/ MP bar

4.4.2. skill icons can be switches/toggled

4.4.3. updates with gameplay

4.4.3.1. score display

4.4.3.2. money credits display

4.4.3.3. collectables display

5. In-game General

5.1. Design

5.1.1. layout

5.1.1.1. Level 1

5.1.1.2. Level 2

5.1.1.3. Level 3

5.1.2. enemies placement

5.1.2.1. Level 1

5.1.2.2. Level 2

5.1.2.3. Level 3

5.2. Visuals - ingame

5.2.1. character asset

5.2.1.1. start stage animation

5.2.1.2. idle state + animation

5.2.1.3. walk state + animation

5.2.1.4. jump state + animation

5.2.1.5. fall state + animation

5.2.1.6. damage state + animation

5.2.1.7. dying state + animation

5.2.1.8. status effect state(s) + animation(s)

5.2.1.9. attack states + animation(s)

5.2.1.10. air attack state(s) + animation(s)

5.2.1.11. damage special fx feedback animation

5.2.1.12. walk special fx feedback animation

5.2.1.13. attack special fx feedback animation

5.2.1.14. fall special fx feedback animation

5.2.1.15. invincibility animation

5.2.2. collectable graphics

5.2.3. collectables state special fx animation (attractive)

5.2.4. character collects collectables special fx animation

5.3. Usability

5.3.1. character is centralised in the middle column

5.3.2. character is position along lower line in rules of third

5.3.3. there is sufficient space on the sides for player to see enemies/obstacles

5.3.4. character invincibility last 3 secs

5.4. Functionality

5.4.1. movement and action correspond to correct keys

5.4.2. character hp decreases according  to damage figure when hit

5.5. Sounds

5.5.1. BGM

5.5.2. character attack sound fx

5.5.3. character attack hit enemy sound fx

5.5.4. character collects collectables sound fx

5.5.5. character heals sound fx

6. Tutorial

6.1. Level 1

6.1.1. Visuals - Non-diegetic UI

6.1.1.1. instructions

6.1.1.1.1. movement

6.1.1.1.2. action/ attack

6.1.1.1.3. objectives

6.1.1.2. icons

6.1.1.2.1. movement keys

6.1.1.2.2. action/attack keys

6.1.2. Usability

6.1.2.1. contrasts from all types of background

6.1.2.1.1. movement instructions

6.1.2.1.2. movement key icons

6.1.2.1.3. actions/attack instructions

6.1.2.1.4. action/attack key icons

6.1.2.1.5. objectives instructions

6.1.2.2. instructions are positioned to capture attention of player

6.1.2.3. instructions are postioned to not obstruct gameplay

6.1.2.4. 2 types of fonts or less are used

6.1.3. Design

6.1.3.1. level layout

6.1.3.2. enemies placed in level

6.1.3.3. collectables placement in level

6.1.3.4. obstacles placement

6.1.3.5. progressive difficulty

6.1.3.6. placement balance

6.1.3.7. introduction on new mechanics

6.1.3.8. theme consistency

6.1.4. Visuals - game

6.1.4.1. enemy asset(s)

6.1.4.1.1. idle state + animation

6.1.4.1.2. walk state + animation

6.1.4.1.3. jump state + animation

6.1.4.1.4. fall state + animation

6.1.4.1.5. damage state + animation

6.1.4.1.6. dying state + animation

6.1.4.1.7. status effect state(s) + animation(s)

6.1.4.1.8. damage special fx feedback animation

6.1.4.2. character asset - attack special fx feedback animation

6.1.4.3. obstacles assets

6.1.4.4. background graphics

6.1.4.4.1. layer 1

6.1.4.4.2. layer 2

6.1.4.5. gameplay level

6.1.4.5.1. ground graphics

6.1.4.5.2. platform graphics

6.1.5. Sound

6.1.5.1. BGM

6.1.5.2. enemy attack sound fx

6.1.5.3. enemy attacck hit character sound fx

6.1.5.4. character collects collectables sound fx

6.1.6. Functionality

6.1.6.1. background scrolling

6.1.6.1.1. layer 1

6.1.6.1.2. layer 2

6.1.6.2. gameplay level

6.1.6.2.1. ground scrolling

6.1.6.2.2. platform scrolling

6.1.6.3. enemy A.I. movement is present

6.1.6.4. enemy A.I. attack is present

6.1.6.5. enemy A.I. action is present

6.2. Level 2

6.2.1. Visuals - non diegetic UI

6.2.1.1. new mechanics instructions

6.2.1.2. objectives instructions

6.2.2. Usability

6.2.2.1. contrasts from all types of background

6.2.2.1.1. new mechanics

6.2.2.1.2. objectives insructions

6.2.2.2. instructions are positioned to capture attention of plater

6.2.2.3. instructions are postiioned to not obstruct gameplay

6.2.2.4. 2 types of fonts or less are used

6.2.3. Design

6.2.3.1. level layout

6.2.3.2. enemies placement in level

6.2.3.3. collectables placement in level

6.2.3.4. obstacles placement

6.2.3.5. progessive difficulity

6.2.3.6. placement balance

6.2.3.7. introduction on mechanics extension/ new mechanics

6.2.4. Visuals - game

6.2.4.1. enemy asset(s)

6.2.4.1.1. idle state + animation

6.2.4.1.2. walk state + animation

6.2.4.1.3. jump state + animation

6.2.4.1.4. fall state + animation

6.2.4.1.5. damage state + animation

6.2.4.1.6. dying state + animation

6.2.4.1.7. status effect state(s) + animation(s)

6.2.4.1.8. damage special fx feedback animation

6.2.4.2. character asset- attack special fx feedback animation

6.2.4.3. obstacles assets

6.2.4.4. background layer graphics

6.2.4.4.1. lvl 1

6.2.4.4.2. lvl 2

6.2.4.5. gameplay level

6.2.4.5.1. ground graphics

6.2.4.5.2. platform graphics

6.2.5. Sound

6.2.5.1. character collects collectables sound fx

6.2.5.2. enemy attack hit character sound fx

6.2.5.3. character attack sound fx

6.2.5.4. BGM

6.2.6. Functionality

6.2.6.1. background scrolling

6.2.6.1.1. layer 1

6.2.6.1.2. layer 2

6.2.6.2. gameplay level

6.2.6.2.1. ground scrolling

6.2.6.2.2. platform scrolling

6.2.6.3. enemy A.I.

6.2.6.3.1. movement is present

6.2.6.3.2. attack is present

6.2.6.3.3. action is present

6.3. Level 3

6.3.1. Visuals- Non diegetic UI

6.3.1.1. new mechanics instructions

6.3.1.2. objectives instructions

6.3.2. Usability

6.3.2.1. contrasts from all types of background

6.3.2.1.1. new mechanics instructions

6.3.2.1.2. objective instructions

6.3.2.2. instructions are positioned to capture attention of player

6.3.2.3. instructions are postiioned to not obstruct gameplay

6.3.2.4. 2 types of fonts or less are used

6.3.3. Design

6.3.3.1. level layout

6.3.3.2. enemies placement

6.3.3.3. collectables placement in level

6.3.3.4. obstacles placement

6.3.3.5. progressive difficulty

6.3.3.6. placement balance

6.3.3.7. introduction on mechanics extension

6.3.3.8. theme consistency

6.3.4. Visuals - game

6.3.4.1. enemy asset(s)

6.3.4.1.1. idle state + animation

6.3.4.1.2. walk state + animation

6.3.4.1.3. jump state + animation

6.3.4.1.4. fall state + animation

6.3.4.1.5. damage state + animation

6.3.4.1.6. dying state + animation

6.3.4.1.7. status effect state(s) + animation(s)

6.3.4.1.8. damage special fx feedback animation

6.3.4.2. character asset - attack special fx special feedback animation

6.3.4.3. obstacles assets

6.3.4.4. background graphics

6.3.4.4.1. layer 1

6.3.4.4.2. layer 2

6.3.4.5. background scrolling

6.3.4.5.1. layer 1

6.3.4.5.2. layer 2

6.3.4.6. gameplay level

6.3.4.6.1. ground graphics

6.3.4.6.2. platform graphics

6.3.5. Sound

6.3.5.1. BGM

6.3.5.2. enemy attack sound fx

6.3.5.3. character collects collectables sound fx

6.3.6. Functionality

6.3.6.1. background scrolling

6.3.6.1.1. layer 1

6.3.6.1.2. layer 2

6.3.6.2. gameplay level

6.3.6.2.1. ground scrolling

6.3.6.2.2. platform scrolling

6.3.6.3. enemy A.I.

6.3.6.3.1. movement is present

6.3.6.3.2. attack is present

6.3.6.3.3. action is present

7. Pause Screen

7.1. Visuals - UI

7.1.1. darken screen

7.1.2. pause caption

7.1.3. instructions to unpause

7.2. Usability

7.2.1. can be clearly seen

7.2.1.1. pause caption

7.2.1.2. instructions

7.2.2. pause caption is positioned at point of focus (rules of third)

7.2.3. pause caption size occupies at least 1/6 of the screen

7.2.4. caption contrasts from background

7.3. Functionality

7.3.1. unpause key

8. Gameover screen

8.1. Visuals

8.1.1. transition to screen animation

8.1.2. game over caption

8.1.3. restart level button

8.1.3.1. neutral state

8.1.3.2. mouse over state

8.1.3.3. hit state + animation

8.1.4. back to title button

8.1.4.1. neutral state (if applicable)

8.1.4.2. mouse over state (if applicable)

8.1.4.3. hit state + animation (if applicable)

8.1.5. background graphics

8.1.6. exit screen transition animation

8.2. Sound

8.2.1. BGM (non loop)

8.2.2. restart level button

8.2.2.1. mouse over sound fx

8.2.2.2. hit sound fx

8.2.3. back to title button

8.2.3.1. mouse over sound fx (if applicable)

8.2.3.2. hit sound fx (if applicable)

8.3. Usability

8.3.1. buttons can be clearly seen

8.3.2. gameover caption is positioned st point of focus (rules of third)

8.3.3. gameover caption size occupies at least 1/5  of screen

8.3.4. caption contrasts from background

8.4. Functionality

8.4.1. restart level button

8.4.2. back to title button

9. Victory Screen

9.1. Visuals

9.1.1. transition to screen animation

9.1.2. victory caption

9.1.3. next level button

9.1.3.1. neutral state

9.1.3.2. mouse over state

9.1.3.3. hit state + animation

9.1.4. background graphics

9.1.5. exit screen transition animation

9.1.6. score display (if applicable)

9.1.7. collectables + icon (if applicable)

9.2. Sound

9.2.1. BGM

9.2.2. next level button

9.2.2.1. mouse over sound fx

9.2.2.2. hit sound fx

9.3. Usability

9.3.1. buttons can be clearly seen

9.3.2. victory caption is positioned at point of focus (rules  of third)

9.3.3. victory caption size occupies at least 1/5 of screen

9.3.4. caption contrasts from background

9.3.5. score display contrasts from background (if applicable

9.3.6. collectables display + icon contrast from background (if applicable)

9.4. Fuctionality

9.4.1. restart level button

9.4.2. back to title button