title: Common usecase diagram for games
body: <p>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").</p>
  
  <p><strong>Main menu structure:</strong></p>
  
  <ul>
  <li>Continue (if there is a saved progress)</li>
  <li>New game (game starts from first level; clears the progress)</li>
  <li>Quick game</li>
  <li>Exit</li>
  </ul>
  
  <p><strong>Pause menu structure:</strong></p>
  
  <ul>
  <li>Continue (resumes the game)</li>
  <li>Back (goes to main menu and saves the progress if it's "campaign" mode)</li>
  </ul>
  
  <p>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. <strong>How should look an use case diagram for a video game</strong> (and more particularly for my kind of game)<strong>?</strong> After that I have to create activity diagrams to explain the whole process in details... if it's important for the use case diagram.</p>