When - A condition the program is checking for (for example is the up key pressed). If the condition is met the "Do" code is then executed.
Do - Code that only runs if the "When" condition is met. (for example WHEN up key is pressed DO move forward)
Object - Something can be programmed or can have their settings changed.
Code - Instructions written on a computer to achieve a particular task.
Client - Someone who pay to use the services or skills of someone else (for example paying someone to make a video game, cake or poster)
Requirement - Things that must be completed to consider a project finished.
When - A condition the program is checking for (for example is the up key pressed). If the condition is met the "Do" code is then executed.
Do - Code that only runs if the "When" condition is met. (for example WHEN up key is pressed DO move forward)
Design considerations - key decision that were made when creating the level.
Client - Someone who pay to use the services or skills of someone else (for example paying someone to make a video game, cake or poster)
Requirement - Things that must be completed to consider a project finished.
Mood board - an arrangement of images, materials, pieces of text, etc. intended to generate inspiration.
Design considerations - key decision that were made when creating the level.
Incline - an inclined surface; a slope
Planning - Planning is the process of thinking about the steps required to achieve a desired goal.
Platform - Which product the game will be released to (different condensation will be needed depending on the platform such as keyboard controls vs a gamepad)
When - A condition the program is checking for (for example is the up key pressed). If the condition is met the "Do" code is then executed.
Do - Code that only runs if the "When" condition is met. (for example WHEN up key is pressed DO move forward)
Object - Something can be programmed or can have their settings changed.
Variable - A value that can be changed (for example score)
Settings - A way of changing key variable attached to an object (for example speed of an object)
Timer - A code block that executes code after a set time.