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The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the ...
An object that gives the player an extra life (or attempt) in games where the player has a limited number of chances to complete a game or level. [2] 100% To collect all collectibles within a game, either indicated within games as a percentage counter or determined by player community consensus. [3] 1v1
Characters have separate properties to denote they are a punctuation character. The properties all have a Yes/No values: Dash, Quotation_Mark, Sentence_Terminal, Terminal_Punctuation. The Punctuation property refers to characters that are used to divide or structure text, and these are classified into different types based on their roles ...
In wrestling games, things like folding chairs and other innocuous items are often used as makeshift weapons, sometimes with a limited number of "uses" before the item breaks. In the Super Smash Bros. series, items play an important role in the combat, and the timely arrival of a certain item, like invincibility or the hammer, can completely ...
Hammerspace (also known as malletspace) is an imaginary extradimensional, instantly accessible storage area in fiction, which is used to explain how characters from animation, comics, and video games can produce objects out of thin air. Typically, when multiple items are available, the desired item is available on the first try or within a ...
The repertory grid is a technique for identifying the ways that a person construes (interprets or gives meaning to) his or her experience. [4] It provides information from which inferences about personality can be made, but it is not a personality test in the conventional sense.
Breakdown of objects into geons. The recognition-by-components theory, or RBC theory, [1] is a process proposed by Irving Biederman in 1987 to explain object recognition. According to RBC theory, we are able to recognize objects by separating them into geons (the object's main component parts). Biederman suggested that geons are based on basic ...
These related things are often called attributes, although they may be independent things. Each attribute can be a class or an individual. The kind of object and the kind of attribute determine the kind of relation between them. A relation between an object and an attribute express a fact that is specific to the object to which it is related.