FInal game desin

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Last updated 2:34 AM on 4/30/26
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33 Terms

1
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Accesbility UI

Colorblind-safe palettes, and readable text

2
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Hex grid

one cell has 6 direct neighbors

3
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Tile systems

are reusable layout data and clear navigation(mario)

4
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particle emitter tuning example (an explosion, footstep dust)

increase gravity and reduce upward velocity (05:57)

5
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Level Mechanics integration

tile collision paths(combines tiles) , tuned parallax speeds, and clear 3D landmarks(3D geometry). (06:34)

6
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Fair difficulty Tuning

  • Easy: more ammo/health pickups scattered around

  • Hard: fewer drops, forcing resource management

7
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3D geometry and performance

LOD and low-poly are good geometry choices for performance. fewer polygons = less work for the GPU

8
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Euclidean distance

strightline distance between two points

9
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Manhatten distance

sum of horizontal and vertical grid differences

10
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why is modular design useful in game architecture

it imporves reuse, maintenance, and performance(instead of making 50 foot wall you make the 50 foot wall in 20 ft increments)

11
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Game loop structure(what does the game loop do each frame )

repeatedly processes user input, updates state, and renders

12
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How do you use draw,discard and reshuffle

seperate deck,hand, and discard piles

13
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pattern and loop integration

health changes emit events that update UI

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Pathfinding integration examples (how do perception, desicion logic, and pathfinding work together)

perception informs decisions, then pathfinding moves to goal(nav mesh)

15
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Deck Data structure tradeoff (16:03)

Remaining elements shift left

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square grid adajancy(17:28)

4 neighbors

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What are three accurate actor representation approaches

sprite sheet(images of frames), rigged 2d actor(limbs), 3d model with amature(animations)

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Example of particle and physics systems interacting (19:56)

rain particles collide while gravity and wind affect motion

19
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what distance model is common for a 4-direction square movement (hes gonna give us an example and were gonna have to use the best distance metric to choose and why)

manhatten distance

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particle system components (21:59)

emmiters plus particles with properties

21
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WHy game engines

faster development with built in systems

22
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example of Ai perception inputs

sight,sound,touch/collision

23
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example of armature and rigging relationship

amatures are skeletons; rigging binds mesh to bones

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ecs?

entitiy is id, components are data, systems run logic

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Grid type selection(give us an example and we need to choose correct grid for that)(26:32)

square for orthogonal puzzles, hex for smoother tatics

26
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What are core engine subsystems

rendering, physics, input

27
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What is a game engine

a reusable framework for core game systems

28
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ecs vs inheritance(28:00)

add or remove traits at runtime

29
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what is an actor

an entity that performs actions(door, torch, enemy character

30
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what is a parallax

background layer moving slower than foreground (cuphead, mario)

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33
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