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stack--2022/3-advanced--browser/css--framework/src/tokens/index.css
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stack--2022/3-advanced--browser/css--framework/src/tokens/tokens--chrome.css
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:root { | ||
/* TOTALLY OPTIONAL | ||
* vars that can be dynamically set by the app "chrome" | ||
* to pass the area it uses to render the app "chrome" | ||
* the app content can then use those vars to restrict itself to an inner "free" area | ||
*/ | ||
--chromeless-area-inset-top: 0px; | ||
--chromeless-area-inset-right: 0px; | ||
--chromeless-area-inset-bottom: 0px; | ||
--chromeless-area-inset-left: 0px; | ||
} |
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stack--2022/3-advanced--browser/css--framework/src/tokens/tokens--scale.css
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:root { | ||
--o⋄scale: 1.0; /* overall scale of the UI, to allow programmatic scaling TODO calc(var(--o⋄scale) * XXX);*/ | ||
/** overall scale of the UI, | ||
* to allow programmatic scaling | ||
* for ex. when we don't want the user to "zoom" | ||
* yet want to offer a way to scale | ||
* NOT IMPLEMENTED | ||
* TODO calc(var(--o⋄scale) * XXX); everywhere (nice to have) | ||
* TODO use mnemonic to remember if a var uses this scale | ||
--o⋄scale: 1.0; | ||
*/ | ||
} |
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...2/5-incubator/active--no-pkg/bite-sized/lists/senior-dev/tech-bites--gamedev.md
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+++ https://en.wikipedia.org/wiki/Glossary_of_video_game_terms | ||
AAA | ||
AI | ||
autosave | ||
avatar | ||
balance | ||
balance -- dynamic | ||
balance -- rubber banding | ||
battle royale | ||
biome | ||
bonus stage | ||
capture the flag | ||
casual | ||
character class | ||
character creator | ||
clicker | ||
cloud multiplayer | ||
cloud save | ||
completionist | ||
compulsion loop = https://en.wikipedia.org/wiki/Compulsion_loop | ||
construction and management simulation (CMS) | ||
cross-play | ||
cutscene | ||
dialog tree | ||
DLC | ||
easter egg | ||
easter egg -- Konami Code | ||
emergent gameplay | ||
end game, post game | ||
fun | ||
fun & cool -- "a theory of fun for game design" | ||
fun & cool -- "I see who are the villains" (LOTRO) | ||
fun & cool -- at last having an impact / being a hero / being a leader / changing things | ||
fun & cool -- at last kindness / right things wins | ||
fun & cool -- escape | ||
fun & cool -- isekai | ||
fun & cool -- learning real things | ||
fun & cool -- realising everything we already know | ||
fun & cool -- true heroism | ||
gating | ||
genre | ||
genre -- action = emphasizing hand–eye coordination, reflexes, timing, and other physical skills. It includes fighting games, shooters, and platformers | ||
genre -- adventure = emphasizes exploration and puzzle-solving | ||
genre -- RPG | ||
genre -- shooter | ||
ghost | ||
goals | ||
goals -- meta | ||
goals -- meta -- achievements, badges, trophies | ||
goals -- meta -- leaderboards | ||
goals -- meta -- unlockables | ||
goals -- quests | ||
goals -- quests -- side, main | ||
idle | ||
mechanics | ||
mechanics -- aggro, tank, taunt | ||
mechanics -- base building (Elvenar) | ||
mechanics -- boss, final boss, wipe | ||
mechanics -- buff / debuff | ||
mechanics -- combo | ||
mechanics -- crafting | ||
mechanics -- crowd control (CC) -- stun, freeze, slow | ||
mechanics -- damage -- area of effect (AoE) | ||
mechanics -- damage -- cover | ||
mechanics -- damage -- critical hits | ||
mechanics -- damage -- damage over time (DoT), Healing over time (HoT), tick | ||
mechanics -- damage -- dodge | ||
mechanics -- damage -- friendly-fire | ||
mechanics -- damage -- splash | ||
mechanics -- danger level | ||
mechanics -- dungeon | ||
mechanics -- energy, health, mana, stamina... | ||
mechanics -- experience | ||
mechanics -- finishing move | ||
mechanics -- fog of war | ||
mechanics -- gacha (meh) | ||
mechanics -- housing | ||
mechanics -- inventory, inventory management | ||
mechanics -- phrase | ||
mechanics -- psychological attacks | ||
mechanics -- puzzles | ||
mechanics -- resource management | ||
mechanics -- stealth | ||
mechanics -- time limit | ||
mechanics -- ultimate | ||
mechanics -- wanted level | ||
mechanics -- wave | ||
minmax | ||
monetization -- continue | ||
monetization -- dolphin, whale | ||
monetization -- freemium, shareware | ||
monetization -- paywall | ||
monetization -- perks | ||
monetization -- unlockables | ||
monetization -- vanity | ||
New Game Plus (NG+) | ||
NPC | ||
offline first | ||
open world | ||
overworld / underworld | ||
pacifist run | ||
party | ||
permadeath | ||
procedural generation | ||
progression system | ||
progression system -- power creep (to avoid) | ||
progression system -- power spike | ||
progression system -- secret class, character, level... | ||
progression system -- skills, skill tree | ||
progression system -- specialization | ||
progression system -- specs | ||
progression system -- stats | ||
progression system -- talents | ||
PvE, PvP | ||
quality of life (QoL) | ||
raid | ||
random encounter | ||
rating | ||
replay value -- prestige | ||
replay value -- remorting | ||
replay value -- speedrunning | ||
rush | ||
sandbox | ||
softlock | ||
survival | ||
titles | ||
total party kill (TPK) | ||
transmog | ||
turtling | ||
twinking | ||
UI -- HUD | ||
UI -- minimap | ||
UI -- radar | ||
UX -- title screen | ||
woodwalking | ||
zone |
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