Lesson 1: Terms and Concepts - Element Cards Flashcards

1
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Enemy

An armed, opposing character that deals damage and has a variety of attack and movement patterns.

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2
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Damage Block

An armed, opposing character that deals damage and has a variety of attack and movement patterns.
A block that hurts avatars on contact and is used as a harmful surface or wall.

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3
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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.

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4
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Environment Block

A block that is used as a surface or a wall.

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5
Q
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Point

A small item the Avatar can collect to meet the win conditions of a game or improve their score

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6
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Key

A key that can open locks of the same color.

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7
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Avatar

The digital representation of a physical person in a virtual world or game.

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8
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Lock

A lock that can only be opened by keys of the same color.

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9
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Timer

Counts seconds during gameplay. The player either needs to win before the time runs out or survive for a certain amount of time.

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10
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Boss

Particularly large, strong or difficult armed, opposing character.

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11
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Frag Counter

Counts the number of destroyed enemies and can be used as a goal.

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12
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Score Keeper

Counts the number of points collected and can be used as a goal.

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13
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Health Meter

Controls Avatar health. The game is lost when health reaches zero.

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14
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Jumping Mechanic

Avatars can jump onto blocks and over enemies.

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15
Q
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Blasting Mechanic

Avatars can blast enemies.

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16
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Racing Mechanic

Avatars can have a very fast speed, and may seem to be racing.

17
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Solving Mechanic

Players must solve puzzles in the game, such as finding the correct path or bringing the correct key to a lock.

18
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Collecting Mechanic

Avatars collect or pick up points or other environmental items

19
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Exploring Mechanic

Avatars explore the environment usually in a maze or a big, scrolling space.

20
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Walking Mechanic

Avatars have a slower speed.

21
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Avoiding Mechanic

Avatars can hide and avoid enemies in parts of the game space.

22
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Bounded Space

The game space is closed on the sides so the sprites cannot leave or fall out of the screen.

23
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Unbounded Space

The game space is open so that sprites can leave or fall out of the screen.

24
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Platformer Perspective

The view of the game is from the side. Here, the player can see sprites jumping.

25
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Wraparound Space

The game space wraps around so that when sprites exit off one side of the screen, they appear on the opposite side.

26
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Scrolling Space

There are multiples screens in this game space so an Avatar can move horizontally or vertically through different environments.

27
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