Glossary
This glossary explains some special terms that are used in the lesson and are relevant in the context of games.
Special | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | ALL
A |
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FK | Asset | ||
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Assets in games refers to resources such as graphics, audio, text, animations and 2D/3D models that are used to create the game. These elements define the game experience and act as building blocks in the engine. Assets make it easier to create a game because they are made to be reusable and can be integrated in multiple parts in a game. | |||
FK | Avatar | ||
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An avatar is a digital representation of a person, character or user in a virtual environment, such as in online games, social media or virtual worlds. Avatars can be customised and usually represent the user on the internet. They can consist of images, 3D models or other graphic elements and allow users to interact and express themselves in the digital world. | |||
C |
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FK | Code | |
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Code a sequence of specially written instructions in a programming language that is used to define the behaviour, logic and functionality of the game. These instructions control how characters move, how the game world reacts, how sound effects play, and many other aspects of the game experience. The code forms the technical backbone of a videogame and allows developers to program and implement the desired interactions and sequences in the game. In a simple engine, such as Bitsy, programming is somewhat simplified because code is not written directly. Instead, preprogrammed commands are strung together. | ||
FK | Collision | ||
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Collision describes the moment when two objects collide in the game world. These objects can be characters, enemies, projectiles, obstacles or other game elements. Detecting collision is an important part of videogame programming because it allows us to determine whether and how objects interact with each other. For example, the collision between a player character and an obstacle can mean that the character is stopped or suffers damage. | |||
E |
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FK | Engine | ||
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An engine is a software platform or framework used by game developers to create, design and run games. A game engine is a collection of tools, libraries and functions that allow developers to create the technical part of a game without having to start from scratch. In most engines, for example, functions for graphics, physics and sound are preserved, as well as often advanced functions. These elements provide a foundation for development on which the entire game can be built. | |||
F |
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FK | Frame | ||
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A frame is a single static image in a sequence of images displayed in rapid succession to create a moving graphic or animation. In videogames, a frame is a single image displayed on the screen and the frame rate, measured in frames per second (FPS), determines how smooth and realistic the movements in the game appear. The more frames per second displayed, the smoother the animation appears. | |||
I |
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FK | Interaction | ||
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Interaction means that players can act in and react to the game world, characters or game mechanics in different ways. This can include controlling the character, solving puzzles, fighting enemies, collecting items and much more. Interaction is a fundamental concept in videogames as it allows players to advance the plot and make decisions that can affect the course of the game. | |||
FK | Interface | ||
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The interface is the way through which a user interacts with software or a device in order to operate it. This can include graphical elements such as buttons, menus and screens. | |||
P |
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FK | Prototype | ||
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An early/first version of a game. The basic idea is to turn the first ideas for a game into a playable product as quickly and easily as possible. The prototype can then be used to improve aspects or transfer the game to another engine. A prototype is also suitable for presenting the ideas to others and getting feedback before proceeding further with the development of the game. Prototypes can be created in the same engine as the final product or in another form, e.g. on paper. | |||
S |
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FK | Sprite | ||
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A sprite is a graphic object or 2D image representation used in videogames. Sprites are individual images or sections of images that represent characters, objects, effects or other elements. They can be organised as individual images or as part of larger images called "spritesheets." They are important components in videogames and are used to represent movement, animation and interaction. They usually have transparent backgrounds so that they can be seamlessly inserted into the game world. | |||