From Post-Apocalyptic RPG wiki
This article is the glossary of the mechanics department.
Level design terms
- 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.
- A map instance that has the blocking attribute set to 1.
- The camera is a map view that is attached to a specific layer.
- 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.
- Import statements define which objects can be used as templates for map instances.
- An entity on the map that is based on an object.
- Maps are divided into layers. Layer is a space into which instances are placed on.
- A map consists of import statements, a collection of map layers and camera data.
- 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.
- 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.
- A map instance that (usually) resides on the ground layer(s) of the map.
- The ordering of map instances in the 3rd dimension.
- 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.
- 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
- 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