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Glossary

Vladyslav Vytrykush edited this page Jul 14, 2026 · 1 revision

Glossary

The Glossary provides definitions for the most important terms, concepts, and abbreviations used throughout the Adventure-Game project and its documentation.

Whether you're new to C++, object-oriented programming, or RPG development, this page serves as a quick reference while exploring the project.


Table of Contents


General Terms

Adventure-Game

The name of this project—a console-based RPG written in C++ that demonstrates object-oriented programming, modular architecture, and game development principles.


RPG (Role-Playing Game)

A genre of games where players control a character, improve statistics, collect equipment, and progress through gameplay.

Common RPG elements include:

  • Character progression
  • Equipment
  • Inventory
  • Loot
  • Quests
  • Statistics

Console Application

A program that runs inside a command-line terminal instead of using a graphical user interface (GUI).

Adventure-Game currently uses a console interface.


Gameplay System

An independent module responsible for a specific game mechanic.

Examples include:

  • Character System
  • Inventory System
  • Weapon System
  • Chest System

Gameplay Terms

Character

The player-controlled hero.

The Character stores:

  • Personal information
  • Statistics
  • Inventory
  • Equipped items
  • Active effects

Statistics (Stats)

Numerical values describing the player's abilities.

Current statistics include:

  • Health
  • Strength
  • Defense
  • Agility
  • Intelligence
  • Gold
  • Level

Health

Represents how much damage the player can survive.

If health reaches zero, the character is defeated (planned gameplay behavior).


Strength

Determines physical attack power.

Higher strength increases weapon damage.


Defense

Reduces incoming damage.

Defense comes from:

  • Base character stats
  • Armor
  • Weapon bonuses

Agility

Represents movement speed and reaction time.

Future versions may use agility for:

  • Dodge chance
  • Turn order
  • Critical avoidance

Intelligence

Represents the character's mental abilities.

Reserved for future mechanics such as:

  • Magic
  • Skills
  • Special abilities

Gold

The in-game currency.

Future uses include:

  • Trading
  • Shops
  • Crafting
  • Equipment upgrades

Level

Represents character progression.

Future versions will connect levels with experience points and skill progression.


Inventory

The storage system that holds every item collected by the player.

Adventure-Game uses a dynamically resizable inventory.


Equipment

Items currently worn by the player.

Current equipment includes:

  • Weapon
  • Armor

Weapon

An offensive item that increases attack power and may provide additional defense bonuses.


Armor

A defensive item that increases the player's protection.


Potion

A consumable item that modifies character statistics.

Potions disappear after use.


Chest

A loot container that generates random rewards.

Possible rewards include:

  • Weapons
  • Armor
  • Potions

Loot

Items obtained during gameplay.

Loot is typically generated randomly.


Durability

Represents an item's condition.

Weapons and armor may become damaged or broken as gameplay mechanics evolve.


Enchantment

A special enhancement applied to equipment.

Enchanted items provide improved statistics compared to standard versions.


Active Effect

A temporary modification applied to the Character.

Examples include:

  • Strength Buff
  • Defense Buff
  • Health Restoration

Programming Terms

Class

A blueprint used to create objects.

Examples:

  • Character
  • Weapon
  • Potion
  • Chest

Object

An instance of a class.

For example:

Character hero;

Here, hero is an object created from the Character class.


Function

A reusable block of code that performs a specific task.

Examples:

DisplayInventory()

EquipWeapon()

AddItem()

Variable

A named location used to store data.

Example:

int health = 100;

Constructor

A special function that initializes an object when it is created.

Example:

Character();

Pointer

A variable that stores the memory address of another object.

The inventory stores pointers to Item objects to support polymorphism.


Dynamic Memory

Memory allocated during program execution.

Adventure-Game demonstrates dynamic allocation for the inventory system.


Object-Oriented Programming

OOP (Object-Oriented Programming)

A programming paradigm centered around objects and classes.

Adventure-Game heavily relies on OOP principles.


Encapsulation

Keeping data and the functions that operate on it inside the same class.

Example:

The Character class manages its own statistics.


Inheritance

A mechanism allowing one class to inherit functionality from another.

Example:

Item
├── Weapon
├── Armory
└── Potion

Polymorphism

The ability to treat different object types through a common interface.

Example:

Item* item;

This pointer can reference:

  • Weapon
  • Armory
  • Potion

Abstraction

Exposing only essential functionality while hiding implementation details.

The abstract Item class provides a common interface for all collectible objects.


Abstract Class

A class that cannot be instantiated directly.

Item serves as the abstract base class for collectible items.


Derived Class

A class that inherits from another class.

Examples:

  • Weapon
  • Armory
  • Potion

Base Class

The parent class from which other classes inherit.

Example:

Item

Project-Specific Terms

Item

The abstract base class for every collectible object.

Current derived classes include:

  • Weapon
  • Armory
  • Potion

MyInventory

The class responsible for storing and managing every item owned by the player.


Character System

The central gameplay system responsible for managing the player.


Equipment System

Manages currently equipped weapons and armor.


Weapon System

Handles weapon creation, statistics, durability, and equipment.


Armor System

Handles defensive equipment and armor management.


Potion System

Manages consumable items and their effects.


Chest System

Responsible for generating randomized loot.


Save & Load System

Framework responsible for preserving player progress between game sessions.


Game State

Represents the current part of the game.

Examples:

  • Main Menu
  • Inventory
  • Gameplay
  • Settings

Development Terms

Git

A distributed version control system used to track changes in source code.


GitHub

A cloud-based platform used to host, manage, and collaborate on software projects.

Adventure-Game is hosted on GitHub.


Repository

A project directory containing:

  • Source code
  • Documentation
  • Assets
  • Version history

Commit

A saved snapshot of project changes in Git.


Branch

An independent line of development.

Branches allow new features to be developed without affecting the main codebase.


Pull Request (PR)

A request to merge changes from one branch into another.

Pull Requests allow code review before changes are accepted.


Issue

A GitHub feature used to report bugs, request features, or discuss improvements.


Wiki

A collection of documentation pages describing the project's architecture, gameplay systems, and development practices.


Common Abbreviations

Abbreviation Meaning
RPG Role-Playing Game
OOP Object-Oriented Programming
STL Standard Template Library
GUI Graphical User Interface
CLI Command-Line Interface
IDE Integrated Development Environment
API Application Programming Interface
PR Pull Request
AI Artificial Intelligence
HP Health Points
XP Experience Points (planned)
NPC Non-Player Character (planned)

Summary

The Glossary serves as a centralized reference for the terminology used throughout Adventure-Game and its documentation. By defining gameplay concepts, programming terminology, object-oriented principles, and project-specific vocabulary, it helps both players and developers better understand the project's architecture and design.

As Adventure-Game evolves, this glossary will continue to expand alongside new gameplay systems, technical features, and documentation, ensuring that the project's terminology remains clear, consistent, and accessible.

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