Page Index - UQdeco2800/2021-studio-2 GitHub Wiki
415 page(s) in this GitHub Wiki:
- Home
- Welcome to the game-engine wiki!
- Game Engine Links:
- AI
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- Alert entity
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- Alertable Chase Task
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- Animations
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- Archery attack animation for minions
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- Arrow and fire projectile dispose animation
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- Arrow and Fireball death animation
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- Art Design
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- Art Style Design Guidelines
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- Asgard Warrior
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- Assassin Elf Death
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- Asset Art
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- Asset Art Style
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- Asset UI Art Style
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- Audio
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- Axe
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- Axe Attack Animation
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- Axe Description
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- Axe walking animation
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- Balance Changes Result
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- Basic Plot
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- Boss Ability
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- Boss attack animation using sceptre
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- Boss attack animations and new boss weapons
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- Boss spawn minions and Explosion
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- Boss teleportation
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- Bosses
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- Camera Tracking
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- Changes made
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- Character Death Animation Design
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- Character Design Initial Concepts
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- Character Design Initial Inspiration
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- Character Got Hit with Weapon Animation Design
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- Character Text Box Design
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- Characters
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- Colour Scheme
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- Components
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- Concept Art Design
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- Concurrency & Threading
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- Configuring Entities
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- Controls and Usability Evaluation
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- Cutscene Implementation
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- Cutscene Trigger Factory
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- Cutscenes
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- Dark Hell Warrior
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- Death
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- Debug Terminal
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- Decision to make our boss a mage
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- Design changes
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- Design changes to assassin enemy
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- Design changes to guard enemy
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- Design changes to melee enemy
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- Design decisions for boss
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- Design Document
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- Design Evaluation
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- Design Inspiration: Shooting fireballs
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- Design Inspiration: Staff Weapon
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- Design Process
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- Dialogue
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- Dialogue Text Boxes
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- Different types of minion elves and designs
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- Elf Animation
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- Elves attack method
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- Emotional Goals
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- Enemies
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- Enemy Archer
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- Enemy death design and Arrow break
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- Enemy death sound effect
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- Enemy type decision
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- Enemy Warrior
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- Entities
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- Entity Component System (ECS)
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- Event System
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- Game Areas
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- Game difficulty User testing
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- Game Screens
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- Game Screens User Testing
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- Game user playtest
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- Gameplay
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- Gameplay Evaluation
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- Getting Started
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- GuardElfDeath
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- Hammer
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- Hammer Attack Animation
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- Hammer Description
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- Hammer Recalling Animation
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- Hammer Throwing Animation
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- Hammer Walking Animation
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- Health Regeneration User Testing
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- Hell Warrior
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- Human Enemies and HumanAnimationController
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- Impact
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- Initial Inspiration for elves
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- Initial Map Progression
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- Input Handling Overview
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- Introduction to the mage and elves level
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- Item Drops From Entities (Mainly the Barrel)
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- Junit Test for Sprint 3 idea (team 2)
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- Level 1 Difficulty User Testing
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- Level Design
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- Level Map Concept Design
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- Lightning Sound
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- Loading Resources
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- Logging
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- Loki
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- Loki Animation Frames
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- Loki Characteristics and Behaviour
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- Loki Design
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- Loki Tasks
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- Longsword
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- MacOS Setup Guide
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- Mage attach method: explosion
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- Mage Boss attack method: fireball
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- Main Character
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- Main Character Animation Frames
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- Main Character Description
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- Main Character Design
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- Main Screen Exit Button User Testing
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- Main Story
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- Map Art Description
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- Map Art Style
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- Map Asset
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- Map Assets
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- Map Change Cutscene
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- Map Design
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- Map Generation Art
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- Map Generation Logic
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- Map Layout
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- Map layout design
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- Map Navigation Testing
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- Map Tiles
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- Melee attack animation
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- Melee Weapons
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- MeleeElfDeath
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- Metal Clank
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- Music
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- New boss weapon design
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- New Up and Down Scepter Attack Animation
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- Odin & Palace Room User Testing
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- Overall Level Design Process
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- Overall Map User Testing
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- Pause
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- Physics
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- Pixel Art Inspirations
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- Player Input and Controls
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- Player UI
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- Random Dialogue Set
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- Range Attack Animation
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- RangeElfDeath
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- Raw Data
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- Reference Art Styles
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- Saving
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- Saving Issues
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- Scepter Description
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- Scepter walking animation
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- Service Locator
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- Settings
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- Sounds
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- Spear
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- Spear attack
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- Spear Attack Animation
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- Spear Description
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- Sprint 1: Final Design
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- Sprint 2 Team 2 Tests
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- Sprint 2: Elvish Boss
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- Sprint 3 Map Navigation Testing
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- Sprint 3 user testing
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- Sprint 4 team 2 test idea
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- Sprint 4: Refining animations
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- Story
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- Story Mechanics
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- Stun Animations
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- Swish
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- Task Unit Testing
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- Teleport
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- Teleport Unit Testing
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- Terrain
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- Testing Plan
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- Text Box Display
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- Textures added to boss animation
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- Thor
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- Thor attack
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- Thor design
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- Thor Left & Right Walking
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- Thor walking
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- Touch Components
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- Touch Teleport Component
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- TouchHealComponent
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- Trap creation
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- Trap Unit Testing
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- Trap User Testing
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- Tutorial
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- UI
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- UI Art Style
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- Unit Testing
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- User Play Testing
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- User Testing
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- User testing with final Map design
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- Using the Input System
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- Using Tiled to add objects Guide
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- Walk Animations
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- Weapon
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- Weapon Type
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- WeaponHitboxComponent
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- Win Screen User Testing
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- Winning The Game (GG)
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