Page Index - UQcsse3200/2024-studio-1 GitHub Wiki
304 page(s) in this GitHub Wiki:
- Home
- Welcome to the Beast Breakout Wiki!
- Game Design and Features
- Design
- Game Wiki
- Game Features
- Game Engine
- Core Systems
- Input and UI
- Game Elements
- Advanced Features
- Troubleshooting
- AI
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- AI Task System
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- Animal AI Implementation
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- Animal Animations
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- Animal Attack System
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- Animal details
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- Animal Health System
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- Animal Overview
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- Animal Tasks
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- Animal Testing
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- Animal Types
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- Animations
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- Art Influences
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- Attack Effects
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- Audio
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- Audio Influences
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- Beast Breakout
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- Boss Room Dialogue System
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- Buff items
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- Buyable items
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- Character achievements
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- Character Animations
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- Character Corpse
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- Character Select Screen Animations
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- Character's Health Bar
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- Character's Inventory Display
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- Components
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- Concurrency & Threading
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- Configuring Entities
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- Controls
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- Damage buff and speed stats UI
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- Death screens for last attack animal
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- Debug Terminal
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- Design Document
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- Difficulty selection from main menu
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- Display Character's Inventory
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- Door Factory and Door Call Back
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- Emotional Goals
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- Enhancement of Cutscene
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- Enhancement of Setting page
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- Enhancement of Settings
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- Entities
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- Entity Component System (ECS)
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- Entity Spawner
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- Event System
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- Game Areas
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- Game Screens
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- GameArea and GameController
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- GameAreaService
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- Getting Started
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- Health
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- Held Inputs
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- How To Play Menu
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- Input Handling Overview
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- Inventory
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- Inventory System
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- Item's interaction System with Key bindings
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- Items
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- Items key methods
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- Items structure
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- LEVEL
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- Level Connections
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- Level Design
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- Level Map
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- LEVELMAP FACTORY
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- Loaded Factory
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- Loading Resources
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- Loading State of the character
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- Logging
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- macOS Setup Guide
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- MaingameLevel Factory
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- Map builder & Exporter
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- Map Saving and Loading
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- MAP system
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- Map Testing
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- Menu design
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- Mini Map System
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- NameComponent
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- New screens
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- NPC Configuration
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- Pause And Resume functionality
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- Pets
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- Physics
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- Player
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- Player (and other NPC) invincibility frames
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- Player Experience and Strategies
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- Player interaction with item
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- Player selection
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- Playing, changing and stopping music
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- Projectile
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- Projectile Animations
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- Projectile Attack
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- Projectile Configs
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- Projectile Structure
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- Projectile Test
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- ProjectileActions
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- Projectiles
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- RandomService
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- Refactor the PlayerFactory
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- Room System
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- Saving Loading Feature
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- Saving the Character
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- Saving‐Loading Feature
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- Scoring System
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- Selection for Players
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- Service Locator
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- Settings
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- Sound effects
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- STAIR FACTORY
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- Starting the game
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- StaticScreen
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- Storyline
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- Terrain
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- TERRAIN FACTORY
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- Test Plan for FiringController
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- Test Plan for KeyMapping
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- Test Plan for Minimap
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- Test Plan for NPC Room and Gambling Room
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- Test Plan for Saving Character State
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- Test Plan for Scoring System
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- Testing plan for buyable items
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- Testing Plan for ConcreteMeleeWeapon component
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- Testing Plan for ConcreteRangedWeapon
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- Testing Plan for Inventory system
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- Testing Plan for Item Usage Functionality
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- Testing plan for items
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- Testing Plan for Player's UI ‐ Manual testing
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- Testing Plan for Position Tracker
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- Testing Plan for Range Detection Component
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- Testing plan for ROOM class
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- Testing Plan for Weapon Component
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- Testing Plan for Weapon Factory
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- Testing Plan for WeaponAnimationController component
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- Testing Planning for create two characters for selection
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- Testing Planning for Loading system
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- Testing Planning for Weapon Factory
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- UI
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- Unit Testing
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- Usable items
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- Usable Items key methods
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- Using the Input System
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- Weapon details
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- Weapon Stats Display
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- Weapon Structure
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- Weapon Types
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- Weapons
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