Game design:Glossary

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Glossary.png This article is a glossary!

This article lists agreed upon terms to ease communication. Glossary articles are primarily targeted at the developers of PARPG; either developers of a specific department or the whole team in general.

This article is the glossary of the mechanics department.

Contents

Level design terms

Agents
Agents are animated living objects, often NPCs.
Blocking attribute
An attribute of an instance and/or object that defines if they block movement on the specific layer where the instance resides.
Blocker
A map instance that has the blocking attribute set to 1.
Camera
The camera is a map view that is attached to a specific layer.
Cellgrid
Cellgrids define how the space inside the layer is divided. They also define the used coordinate system inside the layer. FIFE supports hex and square cell grids.
Dynamic objects
Objects that actually move around on the map, often agents.
Imports
Import statements define which objects can be used as templates for map instances.
Instance
An entity on the map that is based on an object.
Layer
Maps are divided into layers. Layer is a space into which instances are placed on.
Map
A map consists of import statements, a collection of map layers and camera data.
Object
Objects are instance templates. They define how an instance (that is derived from the object) looks and behaves.
Pathfinding layer
The layer where (most of) the pathfinding happens and collisions between static and dynamic map objects are resolved. Usually a map has just one pathfinding layer.
Stackpos
The stack position of an object. It can be used for z-ordering purposes.
Static objects
Map objects that aren't moving around on the map.
Tile
A map instance that (usually) resides on the ground layer(s) of the map.
Z-ordering
The ordering of map instances in the 3rd dimension.

Mechanics terms

Game Mechanic
Game Mechanics are plain text descriptions of how the game works, how does it model "reality". They are not necessarily parpg or Post-Apocalypse specific, and generally do not depend on programming implementation.
Game mechanic model
Game mechanic models are individual "items" or models of concepts/objects/thing for the game. A template for each type of "thing" is defined in Game Mechanics, and each thing is some set of parameters that describe it.
UI mechanics
"User Interface" mechanics"; This is how the User Interface to the game should function for various views and actions done by the player. Usually a step below actual Programming specifications
Story mechanics
Story mechanics are rules and concepts that apply to the specific nature of the PARPG game, and it's story. So while there may be general "survival" or "character origin" rules in Game Mechanics the specifics of how it is to be dealt with in PARPG is here.

Mechanics concepts

Subdual damage
Non-lethal damage
Primary statistic aka attribute aka stat
A metric assigned to a (N)PC that represents a basic intrinsic ability such as strength or intelligence. Primary statistics rarely change and change only slowly.
Secondary statistic
A an intrinsic ability or "feature" of an (N)PC that is derived from a combination of Primary statistics. Examples: carrying capacity, melee damage
Skill
Some learned ability tuned to doing a specific task. Initial or default values can depend on Primary statistic, but current values are highly dependent on training or experience. Skills can be added or increased readily in game.

UI design terms

Screen
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