Page Index - UQcsse3200/2026-studio-3 GitHub Wiki
279 page(s) in this GitHub Wiki:
- Home
- Welcome to the Studio 3 wiki!
- Cards
- Story
- Combat
- Save / Load System
- Player Stats & Systems
- Non-Battle Encounters
- Tutorials and Contextual Help (Team 2)
- Map & Procedural Generation
- Menus
- Enemies
- Miscellaneous
- Developer Reference: Game Engine
- Entities and Components
- Core Services
- Input
- Rendering & Presentation
- World & Simulation
- [Team1]Enemy System Test Plan(s1)
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- AI
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- Animations
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- Audio
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- AudioService (Sound and Music)
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- Batlle Actions, Battle UI, Batlle Area.
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- Battle Tutorial Guidance UI
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- Battle Tutorial Steps and Progression
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- Battle UML
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- BattleActions & BattleArea & BattleDisplay
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- Bestiary System
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- Bestiary System Test Plan
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- Boss AI Test Plan Sprint 3
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- Boss Status Effects and Animations
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- BossAI
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- Campfire and Elite Conditional Rewards
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- Card Art Specification
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- Card Cool Down Testing
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- Card Data Model
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- Card Design and Naming Standards
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- Card Discovery and Library Lore
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- Card Effect Handling
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- Card Effect Resolution
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- Card Keyword Tooltips
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- Card Library API
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- Card Loading and Validation
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- Card Service & Testing
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- Card Service Testing
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- Card System
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- Card System Diagrams
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- Card Upgrade Standard
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- Card Upgrade System
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- Chance and Shop Encounter UI
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- Chance Encounter System
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- Combat Animation Foundation
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- Combat Game Play
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- Combat‐Stats‐System
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- Components
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- Concurrency & Threading
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- Configuring Entities
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- Contextual Event Help and Tutorial Content
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- Cool Down System
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- Corruption Cards and PIERCE Effect
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- Debug Terminal
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- Debug Terminal Test Plan
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- Debug Terminal — Commands and Cheats
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- DeckEditorComponent Test
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- Dynamic Card Faces and Post‐Battle Card Rewards
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- Economy System
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- Encounter Acceptance Test Plan
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- Encounter Composition (Multi‐Enemy Battles)
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- Encounter Composition Test Plan Sprint 3
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- Encounter line‐ups
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- Encounter Resolution and Cross System Integration
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- Encounter Resolution and Cross‐System Integration
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- Enemy Action and Form Animations
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- Enemy Art Asset Conventions
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- Enemy Bestiary
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- Enemy Memory Component Test Plan Sprint 3
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- Enemy System Design Document
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- Enemy_Memory_System
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- Enemy_Memory_System Test Plan Springt3
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- EnemyMemoryComponent
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- Energy System
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- Entities
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- Entity Component System (ECS)
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- Event System
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- Forbidden Cards and FORTIFY Effect
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- Game Areas
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- Game Screens
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- Getting Started
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- Guardian Cards
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- How to use spritedisplay
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- Initial Cards
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- Input Handling Overview
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- Inventory and Item Persistence
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- Loading Resources
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- Logging
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- macOS Setup Guide
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- Main Menu
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- Map Display System
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- Map Generation
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- Map Graph System
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- Map Interaction and Node Selection
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- Map to Encounter Lifecycle
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- Music‐and‐Screen‐Audio
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- New Effect Definitions (Cards Expansion Round 2)
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- New Player Battle Tutorial and Contextual Event Help
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- Node Pool and Room Distribution System
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- Non Battle Encounter Framework
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- Pause Menu
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- Physics
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- Player and Battle Deck
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- Player Sprite Animation
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- PlayerMemory
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- PlayerTrackerComponent
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- PlayerTrackerComponentSprint3
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- Rearranging Deck Testing
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- Reward System
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- Round 2 Master Card List
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- Save Load System
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- Save Load System Test Plan
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- Save‐Load‐System
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- Service Locator
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- Setting Menu
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- Settings
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- Shop Encounter System
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- Shop Encounter System ‐ Sprint 2 Integration
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- Sprint 2 Test Plan — Card Upgrade, Status Effects & Rewards System
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- Sprint 3 Lore Source Inventory
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- Sprint 3 Story Outline
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- Sprint 3 Test Plan‐Animation,item,cardupdate
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- Story Narration Screen
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- Survival Cards
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- Taunt System Test Plan Sprint 3
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- Team 3 ‐ Battle System & Game Loop
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- Team 3 ‐ Level Design
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- Team 3 ‐ UX UI
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- Team1‐Enemy System — Interface Contract
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- Terrain
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- The Fall of the Pantheon Story
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- Tutorial Acceptance Test Plan
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- Tutorial Battle Setup and Enemy Integration
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- Tutorial Entry and Fresh Run Transition
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- UI
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- UI For Enemy Stats, Player Stats, and Battle Background Test Plan
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- UI for entity health bars top stats display and energy stat display Test
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- Unit Testing
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- Using the Input System
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- Votive Attendant Tutorial Enemy
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