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.