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Glossary

Jan Sandström edited this page Apr 28, 2020 · 8 revisions

This is a glossary for developers

Term Meaning
Component Small parts of of content which are put together to form rooms
Direction A property for obstacles and part of the component ID, indicates which for directions the obstacle component can be used
Door mask Describes a components relation to the doors in a room
Dungeon generation A tier or level generated from properties from quest. Made up of rooms
Filler A component without a purpose for the current tier. It can be purely cosmetic, a puzzle or an obstacle for an item which the player has acquired in a earlier tier.
Game A number of tiers equal to the number of implemented items. A full game starts with the intro and ends with the end cutscene.
Item An equipment item needed to overcome an obstacle
Mask A 6-digit part of a component ID. Composed of door mask and spatial mask. Describes the size and properties of a component
Obstacle A puzzle which for which the player needs an item to overcome
Puzzle A puzzle which needs to be solved to progress through a rooms
Quest A set of rules for the tiers in a game
Room A single room in a dungeon. A room is put together by components
Spatial_mask Describes the size of a component
Tileset A collection of tiles; a .dat and two .png images
Treasure Small or big chest. Can be an item, small key, big key, map or compass
Treasure_obstacle A treasure for which an item is needed to access
Treasure_open A treasure which can be accessed without an item. can the the reward of a puzzle
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