Page Index - UQdeco2800/2021-studio-6 GitHub Wiki
286 page(s) in this GitHub Wiki:
- Home
- Welcome to the Fireflies game wiki!
- Game Design Documentation:
- Coding
- Design
- User Guide
- Testing
- Game Engine Links:
- AI
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- Animations
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- Art Direction
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- Art Style
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- Audio
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- Components
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- Concurrency & Threading
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- Configuring Entities
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- Debug Terminal
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- Dialogue Boxes
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- Emotional Goals
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- Enemies Overview
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- Enemy Filepaths
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- Entities
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- Entity Component System (ECS)
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- Event System
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- Final boss
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- Fireflies
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- Game Areas
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- Game Design Document
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- Game Inspiration
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- Game Over Screen
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- Game Screens
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- Getting Started
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- Goals and Objectives
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- HUD Design Documentation
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- IndependentAnimator and Animating Something Not Connected to an Entity
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- Input Handling Overview
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- Large Enemy
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- Level 1
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- Level 1 enemy layout testing
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- Level 2
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- Level 3
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- Level Environment Assets
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- Level Generation (level 2 & 3)
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- Level Management
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- Lighting Engine
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- Lighting Objects
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- Loading Resources
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- Logging
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- Long Range Enemy
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- MacOS Setup Guide
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- Music
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- Pause Menu
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- Physics
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- Player Abilities
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- Player Appearance
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- Player Attacks
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- Player Combat Guide
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- Player Health
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- Player Inventory and Pickup Items
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- Player Movement
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- Player Movement Guide
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- Player Overview Description
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- Player Statistics
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- Player Testing Plan
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- Player Torch
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- Safehouse Overview
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- Service Locator
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- Settings
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- Short Range Enemy
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- Short range enemy design
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- Small Enemy
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- Spawner Enemy
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- Sprint 1: User Testing Player: Thinking Aloud
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- Sprint 2: Team 2 (Player & Items) Testing Plan
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- Sprint 3 Unlit Renderer
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- Sprint 3 Upgraded Weapon Designs
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- Sprint 3 User Testing Player: First Iteration Additional Weapon Designs
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- Sprint 3 Design: Player Ability Pickups
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- Sprint 3 Design: Shop Interface
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- Sprint 3 Design: Shopkeeper
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- Sprint 3: Cutscene Design
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- Sprint 3: Friendly NPC Design
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- Sprint 3: Friendly NPCs
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- Sprint 3: Player Sound Effects
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- Sprint 3: Player State
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- Sprint 3: Safehouse Design Testing
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- Sprint 3: Safehouse Overview
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- Sprint 3: Safehouse Shop Design
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- Sprint 3: Shop, Weapons & Saving Testing Plan
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- Sprint 3: Story and NPC Testing Plan
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- Sprint 3: User Testing Final Boss
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- Sprint 3: User Testing Level 1 Assets
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- Sprint 3: User Testing Player: Final Weapon Designs
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- Sprint 3: User Testing Shop: Shop popup box and buying system
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- Sprint 3: User Testing Shopkeeper: Design
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- Sprint 3: User Testing Story and NPCs
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- Sprint 4 FlickerLightComponent
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- Sprint 4 Player Abilities
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- Sprint 4 Shop UI Design
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- Sprint 4 User Test: Level 3 layout
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- Sprint 4 User Testing: Balancing Combat & Items
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- Sprint 4 User Testing: Level 2 layout
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- Sprint 4 User Testing: Sound Effects
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- Sprint 4: Darkness
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- Sprint 4: Enemy AI and Interactions
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- Sprint 4: Enemy Interaction Testing
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- Sprint 4: Enemy Loot
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- Sprint 4: Enemy Projectiles
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- Sprint 4: Enemy Sound Effects
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- Sprint 4: Enemy Testing Plan
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- Sprint 4: Environmental Effects
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- Sprint 4: Firefly NPC
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- Sprint 4: Large Enemy
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- Sprint 4: Level 1 Layout
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- Sprint 4: Long Range Enemy
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- Sprint 4: Player SFX Management
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- Sprint 4: Player Sound Effects
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- Sprint 4: Polishing Environment Assests
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- Sprint 4: Polishing Player Assets
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- Sprint 4: Safehouse Overview
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- Sprint 4: Small Enemy
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- Sprint 4: Spawner Enemy
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- Sprint 4: Team 2 Testing Plan
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- Sprint 4: Tough Long Range Enemy
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- Sprint 4: User Testing Final Boss Level
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- Story Manager
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- Story Overview
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- Story Scene Design Documentation
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- Story Testing Plan
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- Terrain
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- Testing Plan: Interface
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- The Wound System
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- Title Screen
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- Title Screen Design Documentation
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- Tough Long Range Enemy
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- Tough Long Range Enemy (programming)
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- UI
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- Unit Testing
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- User Guide Player Overview
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- User Guide Title Screen
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- User Testing Enemies: Interactions and Collisions
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- User Testing Player Items: Functionality
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- User Testing Player: HUD Elements and Placement
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- User Testing Player: Player, Weapon and Item designs
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- User Testing Story and Music
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- Using the Input System
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- Weapons and Inventory Design
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