In Role-Playing Games, attributes are numbers that represents specific
aspects in a character's stats.
EX: Agility, Intelligence, Luck, Power, etc. are all attributes.
(1) Games designed or made with special features similar from other local video games.
(2) Games that are made to look similar to other popular video games in appearance, gameplay, and so on, but have different titles.
EX: There are a few Tetris-like puzzle games displayed out in small computer stores.
Short for design specification;
A document that is a technical version of the design document. The design spec is like a "map" for how the game will be constructed. Here the designer must include what the game needs to be put together, including a list of materials, required people, and so on. The design spec is a way to detail the construction of the game.
A basic summary description of the concept of the game, explaining what the game will be like. Mainly, the design treatment should discuss the game's basic plot, gameplay, general discussion of the target audience(age and gender), the basic presentation of how the game would be constructed, and other features. The treatment is made to be short and simple.
A chart or plan that is used to help out in designing a program by using standard ANSI symbols to present the detailed series of steps needed to solve a programming problem (in chart form).
A black Playstaton hobbyist's development kit (which also looks exactly like the regular Playstation & is made by Sony) that enables you to develop your own video games just for the Net Yaroze. But only members can participate. More information can be found at the following address:
http://www.scea.sony.com/net/what.htm
The part of the game that in which information is displayed and presented on screen with various commands that the user uses to communicate with; The uses of the controls in the game, supportive peripherals needed to accomplish certain game actions, the on-screen interface (inventory icons, life gauges, scoreboard, etc.), on-screen text and messages, menus, commands, and options that are described or presented for the user to use to communicate to the game visually and/or audibly.
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