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Terms for Game Star Mechanic website
| Term | Definition |
|---|---|
| Avatar | The digital representation of a physical person in a virtual world or game. |
| Enemy | An armed, opposing character that deals damage and has a variety of attack and movement patterns. |
| Boss | Particularly large, strong or difficult armed, opposing character. |
| Environment Block | A block that is used as a surface or a wall. |
| Damage Block | A block that hurts avatars on contact and is used as a harmful surface or wall. |
| Goal Block | When an active Goal Block is touched the game is won. In some games, however, the avatar sprite must meet conditions before the Goal Block is activated. |
| Point | A small item the avatar can collect to meet the win conditions of a game or improve their score. |
| Key | A key that can open locks of the same color. |
| Lock | A lock that can only be opened by keys of the same color. |
| Timer | Counts seconds during game play. The player either needs to win before the time runs out or survive for a certain amount of time. |
| Frag Counter | Counts the number of destroyed enemies and can be used as a goal. |
| Score Keeper | Counts the number of points collected and can be used as a goal. |
| Health Meter | Controls avatar health. The game is lost when health reaches zero. |
| Jumping Mechanic | Avatars can jump onto blocks and over enemies. |
| Blasting Mechanic | Avatars can blast enemies. |
| Avoiding Mechanic | Avatars can hide and avoid enemies in parts of the game space. |
| Collecting Mechanic | Avatars collect or pick up points or other environmental items. |
| Exploring Mechanic | Avatars explore the environment usually in a maze or a big, scrolling space. |
| Walking Mechanic | Avatars have a slower speed. |
| Racing Mechanic | Avatars have a very fast speed, and may seem to be racing against enemies. |
| Solving Mechanic | Players must solve puzzles in the game, such as finding the correct path or bringing the correct key to a lock. |
| Top-Down Perspective | The game is presented in an overhead view, or bird's eye view, as if the player was seeing the game from above. |
| Platformer Perspective | The view of the game is from the side. Here, the player can see sprites jumping. |
| Bounded Space | The game space is closed on the sides so the sprites cannot leave or fall out of the screen. |
| Unbounded Space | The game space is open so that sprites can leave or fall out of the screen. |
| Wraparound Space | The game space wraps around so that when sprites exit off one side of the screen, they appear on the opposite side. |
| Scrolling Space | There are multiple screens in this game space so an avatar can move horizontally or vertically through different environments. |