Glossary
action - a specification which tells the Ares engine to do something, such as play a sound or create an object
admiral- see player
base object- explicitly refers to a normal Ares object, as opposed to an initial object; see object
beam weapon- one of the three devices a physical object can have; the device does not have to be a beam weapon or even be a weapon at all
briefing- the Ares engine precedes non-net and non-training scenarios with a briefing, or mission analysis; the briefing should describe what the level's goal is and what the player needs to do to reach that goal
briefing point- the Ares engine precedes non-net and non-training scenarios with a briefing, or mission analysis; a scenario's briefing is described by a set of briefing points, each of which refers to a TEXT resource
color table
- a list of specific colors; Ares has a specific color table which its sprites and most graphics must use
condition- all scenarios have a set of conditions which get continuously evaluated; when a condition is found to be true, its action sequence gets executed
device- a kind of object which is not manifested physically; typically a device is a weapon used by a ship; any physical object can have up to three devices associated with it, called the pulse weapon, the beam weapon, and the special weapon
index- conditions and initial objects are refered to by index, starting with 0 (zero); for example, if there are five initial objets in a scenario, the fifth initial object would be referred to as #4
factory
- built-in, or included with the standard package
initial object- a reference to a base object used by a scenario to create its pre-determined objects; conditions and actions can refer to initial objects by index
mission analysis- see briefing
non-thinking object- a "dumb" object which doesn't care about its environment; planets, asteroids, and non-guided shots are non-thinking objects
object- either a phyiscal thing in the Ares universe, or a desription of a device, such as a weapon; see also base obejct, initial object, device, thinking object, non-thinking object
player- also an admiral; each scenario has one to four players (three and four players are not recommended and only two players can be human controlled); a player can be human controlled, or computer controlled; typically a single player level has a single human player and a single computer player; a net level has two human players
pulse weapon- one of the three devices a physical object can have; the device does not have to be a pulse weapon or even be a weapon at all
scenario- a level, or chapter; a scenario includes player descriptions and references to a set of conditions, a set of initial objects, and a set of briefing points
sequence- a set of actions
special weapon- one of the three devices a physical object can have; the device does not have to be a weapon at all
sprite
- a graphic object which can be moved around the display; all game elements such as ships and planets are represented by sprites
STR# resource- a standard MacOS resource consisting of a set of individual strings
string
- a short length of text, under 255 characters
TEXT resource- a standard MacOS resource type consisting of plain text data with a maximum length of 32K
thinking object- an object which makes decisions based on its environment; ships and guided missiles are, for example, thinking objects