Velvet Star Monitor

Standout celebrity highlights with iconic style.

general

Common usecase diagram for games

Writer Emily Wong

I developed a simple 2D puzzle game (like "bejeweled"). It can be played in two modes - "campaign" and "quick game". "Campaign" mode has several levels. Player can save his progress when quit a campaign level. "Quick game" mode just generates random level and can't be saved. In both modes player can pause the game and a menu will show up. After completing a level (no matter game mode) a statistic window will show up with buttons for exit and next level (if "campaign mode").

Main menu structure:

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

Pause menu structure:

  • Continue (resumes the game)
  • Back (goes to main menu and saves the progress if it's "campaign" mode)

I have to create an usecase diagram, but I have difficulties. I have made usecase diagrams for windows based software (where there are forms, buttons, textboxes, etc.), but never for games. How should look an use case diagram for a video game (and more particularly for my kind of game)? After that I have to create activity diagrams to explain the whole process in details... if it's important for the use case diagram.

1 Answer

Try some of these links:

These are pretty good examples of designs...

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

This is a pretty good discussion about the use of UML in game design, in general...

Your Answer

Sign up or log in

Sign up using Google Sign up using Facebook Sign up using Email and Password

Post as a guest

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge that you have read and understand our privacy policy and code of conduct.