Cobo Makes Games blog

Game development glossary

The terms we use when we write about making Mytheria, each explained in a few minutes with the real numbers from the game, and a link to the full post with clips you can try.

Aim assist
Aim assist helps players hit what they meant, by treating targets as bigger, picking the most likely target or letting an action cover an arc.
Client-side prediction
Client-side prediction moves the player's own character the moment they press a key, then checks the result against the host's answer when it arrives.
Core gameplay loop
A core gameplay loop is the short cycle of actions a player repeats, with a reward that gives a reason to do it again.
Damage numbers
Damage numbers are the figures that pop up when a hit lands, showing how much damage it did and to whom.
Environmental storytelling
Environmental storytelling tells a game's story through the world itself, with places, objects and short texts players find while they play.
Frame pacing
Frame pacing is how evenly frames are spaced in time. A game can average 100 frames a second and still stutter if a few frames take much longer.
Game juice
Game juice is the layer of small effects, like flashes, freezes, shakes and layered sounds, that makes an action feel good without changing what it does.
Hit flash
A hit flash turns the struck target a solid bright colour for a few frames on the exact frame of contact, so the hit reads instantly.
Hitstop
Hitstop is a tiny freeze on the frame a hit connects: both fighters hold their pose for a few frames, so the blow feels solid.
Host-authoritative multiplayer
In host-authoritative multiplayer one machine, the host, runs the real game and decides every outcome; the others send inputs and draw what it tells them.
Hue shifting
Hue shifting changes the hue along a colour ramp, so highlights lean warm and shadows lean cool, in place of only making one colour lighter and darker.
Interpolation delay
Interpolation delay draws other players and creatures slightly in the past, between two received positions, so they move smoothly on an uneven connection.
Invincibility frames (i-frames)
Invincibility frames, or i-frames, are a short window in which the player can't take damage, usually at the start of a dodge or a dash.
Knockback
Knockback is the push a hit gives its target: a short slide away from the blow that shows how hard it hit and how heavy the target is.
Lag compensation
Lag compensation judges a hit by what the attacker saw: the host puts targets back where they were on the attacker's screen when they swung.
LAN discovery
LAN discovery lets a game find other games on the same local network on its own, usually with a small broadcast beacon, so nobody types an address.
Nine-slice scaling
Nine-slice scaling cuts an image into a three-by-three grid: corners never stretch, edges stretch one way and the middle fills, so one frame fits any size.
Poise
Poise is how much damage a creature can take in a short time before its stance breaks and it staggers, leaving it open.
Screen shake
Screen shake, or camera shake, is a short, fast movement of the camera when something hits hard, which makes an impact feel heavy.
Shuffle bag
A shuffle bag deals items like a shuffled deck: every item once before any repeats, and never the same item twice in a row.
Telegraphed attack
A telegraphed attack warns the player where and when it will hit before it lands, with a wind-up pose, a sound or a shape drawn on the ground.

Mytheria

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Windows · macOS · Steam Deck