Build a GameCreating Pitch Shot

Appendix F — Glossary

One word for each idea, used the same way everywhere in the game and in this book.

aiming dots
the white dots that show the flight
block
one piece of a tower (wood post, wood plank, stone cube, stone plank, ice cube)
calm motion
the Motion setting that turns movement effects off
card number
cardIndex: a card’s place on its map, 0 for the first card, top left; every part of the card knows it
cut line
the height in a tower above which every block falls
Director
the invisible Object that carries one menu screen’s own Logic: Title Director, Places Director, Stages Director (the Field’s is Game Rules)
Dot State
what one aiming dot knows: its number (dotNumber), told by the slingshot as it makes the dot
Field
the Scene where a stage is played
finale
what happens after stage 120
flourish
the short rising run a found note plays
happy note
the note the player flings
hint arrow
the arrow after two wrong notes
How to play card
the first-time explanation
Map Grid
what a map’s Director shares: how many cards (cardCount) and how many to a row (cardsInARow)
material
what a floor or a block is made of: wood, stone or ice (the Block Kinds table’s material column, the Floors table’s material column); the Materials table has one row per material, named the same: its support, how many supports stand one on another, its plank and the Sound of its knock
message
the short words in the pill near the top
opening
the notes singing once from low to high before the first call
pitch
how high a note sounds, kept as a MIDI number (60 is middle C); the Pitches table has one row per pitch the game uses, named by the note (“F3”)
place
one group of ten stages with its own backdrop and tune (12)
Place Map, Stage Map
the two choosing Scenes
pull
how far and which way the band is drawn back
rolling slowdown
rollingSlowdown (Fly): how strongly the happy note slows itself down once it rolls on the ground
shot
one fling of the happy note, from letting go until it comes to rest
singing note
a note sitting in a tower that sings its pitch
slingshot
the tuning-fork slingshot; its “band” holds the happy note
stage
one puzzle (120 of them)
stages per place
$stagesPerPlace: how many stages each place has (10), one Project Global read wherever a place’s stages are counted
standing / falling
a block before and after it is knocked loose (“comes loose” and “cameLoose” name that moment)
stars
what a stage earns for listening (0 to 3)
start delay
startDelay (Bob While Waiting): a singing note’s own moment before its first swing, kept so it starts there again
support
the block (or stack of two cubes) holding a floor up at each side; “plank” is the block across them
the call
the singing note the game plays and asks for; “called note”
tower
one stack of floors; each “floor” is two supports and a plank; a “roof” is two cubes on top. The Tower Plans table has one row per tower of every stage, the Floors table one row per floor
tune
a place’s (or the title’s) background music
win card
the card after a stage is won
wrong note
a singing note that is not the call