Healthivores Word Scramble
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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. |
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