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Offirmo committed Apr 18, 2024
1 parent 476351e commit 3033f23
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@import 'tokens--chrome.css';
@import 'tokens--env--fold.css';
@import 'tokens--env--inset.css';
@import 'tokens--env--inset--keyboard.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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: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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Expand Up @@ -90,7 +90,8 @@ ML - machine learning https://en.wikipedia.org/wiki/Machine_learning ~"subfield
moat - We have no moat https://www.semianalysis.com/p/google-we-have-no-moat-and-neither
model (NN) = sort of snapshot of a trained neural network / brain = NN (structure + parameters) https://huggingface.co/docs/hub/models
model -- efficiency
model -- Transformer model
model -- foundational = a big one pre-trained on vast resources
model -- transformer model
NLG Natural Language Generation
NLP Natural Language Processing
NN Neural Networks "computer architecture inspired by the human brain"
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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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Expand Up @@ -51,6 +51,7 @@ creativity -- begins at the edge: Change starts away from the spotlight. Then, i
critical thinking +++ https://strategyu.co/critical-thinking/
Cynefin https://en.wikipedia.org/wiki/Cynefin_framework
demand curves slope down: The harder something is to do, the fewer people will do it. For example, raise the price of a product and fewer people will buy it. Lower the price and more people will buy it. Economics 101.
democracy -- types https://en.wikipedia.org/wiki/Guided_democracy
dependability https://posthog.com/founders/first-ops-hire
differences: introvert/extrovert
discernement -- technique de pile ou face
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