Chapter 13 and 14 Vocabulary

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Across
  1. 3. The mechanics and rules governing player and ally interactions in combat, including attacking, blocking, and dodging.
  2. 4. A Unity component that allows the player or characters to move and interact with the game world.
  3. 7. A component that defines the shape of a GameObject for the purposes of physics interactions.
  4. 8. The algorithmic process of finding a path from one location to another, often used by enemies to navigate the game environment.
  5. 9. Predetermined points in the game world that guide the movement of enemies along a specific path.
  6. 14. A Unity component that enables navigation and pathfinding for characters using the NavMesh system.
  7. 16. The controllable character representing the human or main entity in the game.
Down
  1. 1. A system that allows the player or allies to select specific targets for interaction or combat.
  2. 2. The AI-controlled movement of enemies towards a detected target, often used when pursuing the player.
  3. 5. A system that manages the health or hit points of a player or ally character.
  4. 6. A Unity component that allows a GameObject to be affected by physics, useful for player and ally movement.
  5. 10. The AI-controlled actions that enemies perform when engaging in combat with a target.
  6. 11. A system that manages the instantiation or creation of player characters and allies in the game world.
  7. 12. An interactive non-player character (NPC) designed to pose challenges or obstacles for the player.
  8. 13. The process of bringing a player or ally back to life after being defeated or incapacitated.
  9. 15. A character controlled by the player or AI that supports the player's goals and objectives.