Glossary
This section covers all of the technical terms found in the documentation.
Summary
RPG Power Forge terms
Terms | definitions |
---|---|
Collection | A file grouping multiple graphical elements to be either dropped on the Scene or used to make prefabs. |
General terms
Terms | definitions |
---|---|
Unity | A cross-platform game engine used for developing video games, including RPG games. |
Unity package | A unitypackage contains features to fit the various needs of your Unity project. In the case of RPG Power Forge, the package provides many tools and features to make RPG games easily ! |
GameObject | A fundamental object in Unity representing characters, props, or items. |
Scene | A container holding game objects, assets, and settings for a game level. |
Prefab | A pre-made, reusable GameObject for efficient game development. |
Script | Code written in C# defining the behavior of game objects. |
Player Character (PC) | The main character controlled by the player in an RPG. |
Non-Player Character (NPC) | Characters controlled by AI rather than the player. |
Inventory System | Manages player items like weapons, armor, and consumables. |
Quest System | Manages quests and missions in an RPG, including tracking and rewards. |
Dialogue System | Handles in-game conversations, choices, and interactions. |
Combat System | Rules and mechanics governing battles, including turn-based or real-time combat. |
Character Stats | Numerical values representing a character's attributes. |
Level Design | Creating and designing the layout of game levels or environments. |
Animation Controller | Manages animation states and transitions for characters. |
UI (User Interface) | Graphical elements allowing player interaction. |
AI (Artificial Intelligence) | Code or system controlling NPC behavior. |
Save System | Allows players to save and load game progress. |
Localization | Adapting the game to different languages and regions. |
Unity Asset Store | Online marketplace for purchasing assets, scripts, and tools. |
Shader | Script or program defining the visual appearance of game objects. |
Camera Controller | Manages the perspective and movement of the in-game camera. |
Raycasting | Simulating the path of light rays to detect collisions or intersections. |
Rigidbody | Unity component allowing objects to respond to physics. |
Collider | A component defining the physical shape of a game object for collision detection. |
Trigger | A type of collider that invokes events when entered by other colliders. |
Particle System | Creates and controls visual effects like smoke, fire, or explosions. |
NavMesh | Navigation mesh defining walkable areas for AI pathfinding. |
Prefab Variant | A modified version of a prefab with unique properties. |
C# | Programming language used for scripting in Unity. |
Coroutine | A special type of method for asynchronous tasks in Unity. |
Quaternion | Represents rotations in 3D space in Unity. |
Euler Angles | Representing rotations as three angles in Unity. |
Transform | Component representing an object's position, rotation, and scale. |
Interpolation | Smooth transition between two values over time. |
Game Loop | The continuous execution of a game's main processes. |
Frame Rate | Number of frames displayed per second in the game. |
Aspect Ratio | Ratio of a display's width to its height. |
Delta Time | Time elapsed between each frame to ensure smooth motion. |
Colliders | Unity components defining the physical shape of objects. |
RPG | Role-Playing Game, a genre where players assume roles of characters in a fictional world. |
Attribute | A characteristic or trait defining a character's abilities. |
Dungeon | A confined area within a game, often associated with quests or challenges. |
Fog of War | A visual representation restricting the player's view of the game world. |
Grid System | Organizing game elements in a structured grid for movement or placement. |
Turn-Based | A gameplay style where players take turns to make decisions. |
Real-Time | A gameplay style where the game progresses continuously without turns. |
Destructible Environment | Game elements that can be damaged or destroyed during gameplay. |
Loot | Items or rewards obtained by players, often after defeating enemies. |
Skill Tree | A graphical representation of a character's progression through skills. |
Experience Points (XP) | Points earned by characters to level up and gain new abilities. |
HUD (Heads-Up Display) | On-screen elements displaying game information. |
Critical Hit | A bonus or special effect when an attack lands with high precision. |
Respawn | The process of a character or item reappearing after being defeated or collected. |
Random Number Generator (RNG) | A mechanism producing unpredictable numbers for varied outcomes. |
Pathfinding | AI's ability to navigate through a game environment. |
Scriptable Object | A data container used to store and share data between scripts. |
Prefab Pooling | Managing and reusing pre-instantiated prefabs for performance optimization. |
A Algorithm | * A popular pathfinding algorithm used in games. |
Mecanim | Unity's animation system for character animation. |
AssetBundle | A collection of assets bundled for easy sharing and loading. |
Shader Graph | Unity's visual programming interface for creating shaders. |
Game Design Document (GDD) | A comprehensive document outlining the details of a game's design. |
Rayleigh Scattering | Simulating atmospheric effects on light in rendering. |
LOD (Level of Detail) | Varying detail levels based on distance to optimize performance. |
Projectile | An object launched into the game world, often associated with ranged attacks. |
Quaternion Rotation | A mathematical representation of 3D rotations. |
Reflection Probe | Captures and provides information for reflective surfaces in the environment. |
Global Illumination | A rendering technique simulating realistic lighting interactions. |
Lightmap | A texture used to simulate global illumination effects on surfaces. |
VFX (Visual Effects) | Artistic elements enhancing the visual experience in the game. |
Third-Person Perspective | Camera view positioned behind and slightly above the character. |
First-Person Perspective | Camera view from the character's viewpoint. |
Isometric View | A 2D representation of a 3D environment with a fixed perspective. |
Field of View (FOV) | The extent of the observable game world from a given point. |
Spline | A mathematical curve used for smooth movement or animation paths. |
Did you find this page useful ? Please rate it !