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:
Pause menu structure:
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.
Try some of these links:
These are pretty good examples of designs...
http://xnagamedevelopment.blogspot.com/2009/03/use-case-diagram.html
This is a detailed paper on UML for games...
http://homepages.inf.ed.ac.uk/perdita/guide.pdf
This is a pretty good discussion about the use of UML in game design, in general...