Lesson 1: Terms and Concepts - Element Cards Flashcards

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

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.

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.

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

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

Key
A key that can open locks of the same color.

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

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

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

Boss
Particularly large, strong or difficult armed, opposing character.

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

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

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

Jumping Mechanic
Avatars can jump onto blocks and over enemies.

Blasting Mechanic
Avatars can blast enemies.

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

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

Collecting Mechanic
Avatars collect or pick up points or other environmental items

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

Walking Mechanic
Avatars have a slower speed.

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

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

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

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

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

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