Glossary

This section covers all of the technical terms found in the documentation.

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Summary

RPG Power Forge terms

Termsdefinitions
CollectionA file grouping multiple graphical elements to be either dropped on the Scene or used to make prefabs.

General terms

Termsdefinitions
UnityA cross-platform game engine used for developing video games, including RPG games.
Unity packageA 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 !
GameObjectA fundamental object in Unity representing characters, props, or items.
SceneA container holding game objects, assets, and settings for a game level.
PrefabA pre-made, reusable GameObject for efficient game development.
ScriptCode 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 SystemManages player items like weapons, armor, and consumables.
Quest SystemManages quests and missions in an RPG, including tracking and rewards.
Dialogue SystemHandles in-game conversations, choices, and interactions.
Combat SystemRules and mechanics governing battles, including turn-based or real-time combat.
Character StatsNumerical values representing a character's attributes.
Level DesignCreating and designing the layout of game levels or environments.
Animation ControllerManages animation states and transitions for characters.
UI (User Interface)Graphical elements allowing player interaction.
AI (Artificial Intelligence)Code or system controlling NPC behavior.
Save SystemAllows players to save and load game progress.
LocalizationAdapting the game to different languages and regions.
Unity Asset StoreOnline marketplace for purchasing assets, scripts, and tools.
ShaderScript or program defining the visual appearance of game objects.
Camera ControllerManages the perspective and movement of the in-game camera.
RaycastingSimulating the path of light rays to detect collisions or intersections.
RigidbodyUnity component allowing objects to respond to physics.
ColliderA component defining the physical shape of a game object for collision detection.
TriggerA type of collider that invokes events when entered by other colliders.
Particle SystemCreates and controls visual effects like smoke, fire, or explosions.
NavMeshNavigation mesh defining walkable areas for AI pathfinding.
Prefab VariantA modified version of a prefab with unique properties.
C#Programming language used for scripting in Unity.
CoroutineA special type of method for asynchronous tasks in Unity.
QuaternionRepresents rotations in 3D space in Unity.
Euler AnglesRepresenting rotations as three angles in Unity.
TransformComponent representing an object's position, rotation, and scale.
InterpolationSmooth transition between two values over time.
Game LoopThe continuous execution of a game's main processes.
Frame RateNumber of frames displayed per second in the game.
Aspect RatioRatio of a display's width to its height.
Delta TimeTime elapsed between each frame to ensure smooth motion.
CollidersUnity components defining the physical shape of objects.
RPGRole-Playing Game, a genre where players assume roles of characters in a fictional world.
AttributeA characteristic or trait defining a character's abilities.
DungeonA confined area within a game, often associated with quests or challenges.
Fog of WarA visual representation restricting the player's view of the game world.
Grid SystemOrganizing game elements in a structured grid for movement or placement.
Turn-BasedA gameplay style where players take turns to make decisions.
Real-TimeA gameplay style where the game progresses continuously without turns.
Destructible EnvironmentGame elements that can be damaged or destroyed during gameplay.
LootItems or rewards obtained by players, often after defeating enemies.
Skill TreeA 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 HitA bonus or special effect when an attack lands with high precision.
RespawnThe process of a character or item reappearing after being defeated or collected.
Random Number Generator (RNG)A mechanism producing unpredictable numbers for varied outcomes.
PathfindingAI's ability to navigate through a game environment.
Scriptable ObjectA data container used to store and share data between scripts.
Prefab PoolingManaging and reusing pre-instantiated prefabs for performance optimization.
A Algorithm* A popular pathfinding algorithm used in games.
MecanimUnity's animation system for character animation.
AssetBundleA collection of assets bundled for easy sharing and loading.
Shader GraphUnity's visual programming interface for creating shaders.
Game Design Document (GDD)A comprehensive document outlining the details of a game's design.
Rayleigh ScatteringSimulating atmospheric effects on light in rendering.
LOD (Level of Detail)Varying detail levels based on distance to optimize performance.
ProjectileAn object launched into the game world, often associated with ranged attacks.
Quaternion RotationA mathematical representation of 3D rotations.
Reflection ProbeCaptures and provides information for reflective surfaces in the environment.
Global IlluminationA rendering technique simulating realistic lighting interactions.
LightmapA texture used to simulate global illumination effects on surfaces.
VFX (Visual Effects)Artistic elements enhancing the visual experience in the game.
Third-Person PerspectiveCamera view positioned behind and slightly above the character.
First-Person PerspectiveCamera view from the character's viewpoint.
Isometric ViewA 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.
SplineA mathematical curve used for smooth movement or animation paths.

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