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Glossary
Jan Sandström edited this page Apr 28, 2020
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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 |