v0.1 ⌊ALPHA⌉
Index

Glossary

Shared vocabulary. Each term maps to the same idea in other vocabularies (design patterns, ontologies, wikis).

C

  • Coyote time (mechanic) draft — A short window after leaving a ledge in which a jump still counts as a jump from the ground. (also jump grace, jump grace time)

D

  • Damage formula (mechanic) outline — The arithmetic that turns level, move power, and stats into damage, and the order of its modifiers. (also damage calculation, damage calc)

E

  • Exponential cost scaling (mechanic) solid — Each purchase multiplies the next price by a fixed factor; prices grow geometrically, income usually linearly. (also exponential cost growth, geometric cost scaling, cost multiplier, price increase, growth rate)

G

  • Game mechanic draft — A rule-governed action or system that a player or other agent uses to change the game state. (also mechanic, mechanics, game mechanics)

S

  • Same-type attack bonus (mechanic) outline — A move that shares a type with its user does ×1.5 damage, rounded down, in Pokémon Gen 1–3. (also STAB, same type attack bonus)
  • Subpixel draft — A fraction of a pixel that a game keeps in a position or speed but never draws. (also subpixels, sub-pixel, subpixel position)

T

  • Type effectiveness (mechanic) solid — A table scales a move's damage by ×2, ×½, or ×0 according to its type and each of the defender's types. (also type chart, type matchup, type matchups, type advantage, super effective)

V

  • Variable jump height (mechanic) solid — A jump whose height depends on how long the jump button is held. (also variable jump, variable-height jump)