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Game Development Dictionary
|Having qualities of the cinema. Often used to mean dramatic in the sense of being sensational or thrilling.|
|This is a technique for imparting vital information to the player during gameplay, without requiring him to access a separate menu. The relevant information is simply overlaid on the game screen. This makes the information instantly available, without destroying the flow of the game itself. Typical examples of the Heads Up Display include the health bars common to Fighting games,and speedometers found in Racing games. While the Heads Up Display can help to support the game's pacing, it may also detract from the mood of a game. So it is important to make the Heads Up Display blend with the rest of the game as seemlessly as possible.|
|The way a game moves from beginning towards a (possibly undefined) end. The most common game progression is linear, however many other game progression structures exist.|
|The most common types of cameras used in games today are OTS (Over the Shoulder; Tomb Raider series) and FP (First Person; Quake series) along with some others such as isometric etc. A hybrid camera system is a camera system that combines two or more camera types in a single game. One example is Morrowind an RPG which uses both OTS (so the player can see his character's equiped items and the combat more closely) and FPS (to give the player a sense of immersion in Morrowinds rich enviorments).|
|An advancement system in which points are only rewarded once an opposing creature is killed. This is a specialized form of Combat based experience that doesn't reward the player for defeating the enemy unless death has occurred.|
1) A character level: This is a measurement of a game character's strength, ability, etc. In many games, especially RPGs, the characters which the player controls may grow and become more powerful or more skilled throughout the course of the game. The character's level provides an indication of how capable the character currently is.
2) A monster level:
The relative strength and skill of monsters and NPCs may also be indicated by level. For example, a 1st level monster is very weak. But a 23rd level monster is a much more formidable opponent.
3) A difficulty level: In some games, the player is able to control how easy or difficult it will be to play the game. For instance, playing the game on the "easy" or "please don't hurt me" setting makes the game easier, while playing the "difficult" or "I'm completely insane" version will be much different.
4) A game level: A section of the game. Most modern games require the computer to process a tremendous amount of information. These data cannot all be stored in the computer's main memory at the same time. (Sound files in particular take up a lot of space.) So the game is broken up into sections, or levels.
When a game level is to be played, the computer loads only the information which is required for that section of the game. When that portion of the game is finished, the computer loads the information for the next game level. (Because this usually means that the player must wait before continuing to play the game, some developers have chosen to implement "streaming", in which portions of the game are alwaysbeing loaded.)
5) To gain a character level: Some allow the player's character to increase in level. When the character attains the next level, the character is said to have "leveled up". It is not uncommon for players to refuse to stop playing an RPG until a character has reached the next level.
|Role Playing Games have been a popular paper game system since Dungeons & Dragons and before. This genre has enjoyed a good amount of attention in software form as well, with some of the original titles being Ultima, Wizardry and Bards Tale. Software Role Playing Games usually give the player more than one character which they can build into a powerful fighting force by slaying monsters and gaining experience points and then levels.|
Like music or theatre, video games often have a pattern of action that starts low, then steadily rises through the game, and climaxes near the end. This means that the challenges faced by the player are not equal in difficulty as the game progresses. Games tend to start with simple challenges and build to a higher difficulty level as the game nears completion.
Obtaining a desired difficulty ramp is one of the reasons developers make video games linear. As a linear game has fewer variables to consider, it is much easier to apply an even ramp to than to a non-linear game.
|The term used for an overabundance of branching pathways in game design. When the number of possible outcomes governed by player choice becomes unmanagable, it is said you have planted "The Tree of Death".|
|A class of games. Common genres would be the shooter, First Person Shooter (FPS), Role Playing Game (RPG), simulation, Real Time Strategy (RTS)|
|Real-time (not turn-based) Strategy.|
|In early two-player simultaneous games, this message would flash on-screen when the first player received an extra life. Two-up would appear when the second player received an extra life. Since then, it has come to be shorthand for getting an extra life, usually not by accumulating a certain number of points, or collectables, but by finding a special icon. This icon is often referred to as a "one-up."|
|An image of a character in a inventory that can be dressed or equipped by dropping clothes or items onto it. Is mostly used in CRPGs.|
|A special move that can be executed in some fighting games, notably the Mortal Kombat series, after a match is over, which results in the graphic death of the losing character. Variations include; "animalities", where the character is turned into an animal before killing it’s opponent, "babalities", where the loser turns into a baby, and "friendship" moves where the character does something goofy, like signs an autograph for the loser.|
|Anything a character can do in a game. While early games, like Galaga, may have had only three moves (move left, move right, and shoot), newer games, particularly fighting games, may have hundreds (low punch, block, mid-kick, high block, etc). Often, in fighting games many of the moves are hidden, and not revealed in the documentation.|
|The base unit of a design. This is anything that can react with anything else in any way: For instance in an adventure game, every inventory object, every item that the player can interact with, every NPC and the player themselves are all entities. In a FPS, any missile that an NPC fires is an entity, as is an exploding section of wall or an exploding dustbin. As a game has more entities, the ways that they can react together increases geometrically. Thus entity relationship management becomes necessary.|
|An incremental reward for items or a characters stats. For example, mushrooms in Super Mario Brothers that would make Mario larger.|
|A problem created for testing ingenuity|
|An interactive, self-contained system of rules containing a challenge and a victory condition that defines a focused reality for the purpose of entertainment.|
|Linearity can occur in a game's story and in a game's gameplay. A game's story is linear when there is only one story that is introduced to you as you move on, much like reading a book or watching a movie. A game's gameplay is linear if there is only one option for how to react. Adventure games normally have both linear story and gameplay.|
|A entity is a abstract class of an object that can be moved and drawn over a game map|
|A complex system of paths|
|A game usually based on controlling many units in real-time (as opposed to turn-based). Often the perspective is an overhead view to give a better overall view of the playing field.|
|Managing the relationship of game design entities (see Entity). As the number of entity types in a game increases, the relationships between them increases geometrically, so for instance in a game with 3 entity types there are 3 possible relationships. For a game with 4 entity types there are 12 and so on. For games such as large adventure games where there may be many different entities, it will become necessary to manage this in some way, by creating standard interactions, or reducing the number of entities available in any one scene.|