Normal Usecase Chart for Games

I developed a simple 2D puzzle game (for example, "bejeweled"). It can be played in two modes - โ€œcampaignโ€ and โ€œquick gameโ€. The Campaign mode has several levels. The player can save his progress when you leave the campaign level. The Quick Game mode simply generates a random level and cannot be saved. In both modes, the player can pause the game and a menu will appear. After completing the level (regardless of the game mode), a statistics window will appear with buttons to exit and the next level (if "campaign mode").

The structure of the main menu:

  • Continue (if there is saved progress)
  • New game (the game starts from the first level, clears the move)
  • Quick game
  • Exit

Pause menu structure:

  • Continue (resumes the game)
  • Back (goes to the main menu and saves progress if it works in campaign mode)

I need to create a usecase diagram, but I have difficulties. I made usecase diagrams for Windows-based software (where there are forms, buttons, text boxes, etc.), but never for games. How to see the usage pattern for a video game (and especially for my game) ? . After that I need to create operation diagrams to explain the whole process in detail ... if this is important for the usage diagram.

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diagram use-case 2d-games
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Try some of these links:

These are pretty good examples of designs ...

http://xnagamedevelopment.blogspot.com/2009/03/use-case-diagram.html

https://github.com/ryanalane/Sudoku-Game/blob/master/documentation/Use%20Case%20Diagram/sudoku_usecasediagram.png

This is a detailed article on UML for games ...

http://homepages.inf.ed.ac.uk/perdita/guide.pdf

This is a pretty good discussion about using UML in game design, in general ...

http://www.gamedev.net/topic/192120-uml-for-games/

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