Game Design: Final Exam exam study guide questions and answers(latest update)
Platformer Game type classified bay it's use of surfaces and jumping to add challenge. Local Library A large collection of objects that can be imported into the game you are designing. Relative Movement Layer setting that will force the layer to follow a certain object. Z The coordinate that makes 3d gaming possible Virtual Size The coded area of a game, the gamer usually doesn't see all of it. Can be boundless. Animation A collection of images that when viewed in sequence give the illusion of movement. X and Y coefficient Changing these will change the speed at which objects scroll up or down. Gravity The amount of force pushing down on a game object Strength The amount of resistance an object has against the game's gravity Absolute positioning Setting that makes sure an object will NEVER move from it's original spot. Platform Movement A movement type that allows your to change the gravity and strength values of an object Parallax Perspective Objects farther away appear to move slower Side Scroller Game Type that constantly moves and pushes the player to make progress. Layers Allow you to stack objects on different Z-indexes, which can keep them from interacting. Pixels Many of these make up every image, the more you have the better the image looks. Play Area The area that the gamer can see and nothing more. Conditions The part of an event that MUST occur for an action to take place. Health bars The exact same thing as lives but they look different Bonus A technical term for anything in a game that is extra or enhances gameplay. Score Object Constantly changes and helps keep up with player progress. Path Movement Never changes, Ever....EVER! Shooters Gametype that utilizes the use of projectiles to add challenge. Bouncing Ball Movement Loses momentum over time. Changes direction when it comes in contact with something else. Gradient Blending of 2 colors The HUD The on screen values and notifications that a player sees during gameplay. Menu Items Credits, Start, Load, Extras etc. Sound quality Has gotten progressively better over time. Was absolutely terrible in arcade games! Hot Spot The point that all others move about. Rarely moves, if ever. Timer Condition Is triggered over and over on a certain interval. Events Made up of Conditions and the resulting Actions Challenge Anything that makes a game more difficult to complete or play. Counter Conditions Triggers when a certain number of "something" is reached. Collision When to objects touch Sub-Condition A condition that will only trigger if another condition has already been met. Always Condition Is triggering when the game is first turned on until it turns off.
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game design final exam exam study guide
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