Page Index - UQdeco2800/2022-studio-1 GitHub Wiki
293 page(s) in this GitHub Wiki:
- Home
- Welcome to the game-engine wiki!
- Game Features:
- Game Engine Links:
- [Sprint 2] Structure Variety
- Achievement Handler Service
- Achievement Inspiration & Ideation
- Achievement Interface
- Achievement Popup Component
- Achievement Popup Component (Notification)
- Achievement Screen
- Achievement Summary
- Achievement User Testing
- Additional justification for final boss and animations
- AI
- Animation
- Animation hi fi user testing
- Animation initial user testing
- Animations
- appendix
- Appendix for Game Design Objects User Interviews, Tests, Workshops
- Appendix Save State
- Art Design and Inspiration
- Audio
- Audio For Game
- Audio User Testing
- Base Enemy Entities
- Before Nights Screens & Story
- Before Nights Story
- Brick Wall
- Building Popup
- Building UI Implementation
- Building UI Overview
- Building UI Testing
- Camera Implementation and Testing
- Camera Operation
- Changes to Eel Design
- Changes to Eel Design Sprint 3
- Claw Trap
- Clock Design Inspiration & Ideation
- Clock Design User Testing
- Code Testing
- Collected Feedback from User Testing Session
- Components
- Concurrency & Threading
- Configuring Entities
- Crab animation user testing notes
- Crab animations
- Crab Design Inspiration & Ideation
- Crab User Testing
- Crystal base
- Crystal Class Code Details
- Crystal Design Detail
- Crystal Design Testing
- Crystal Functionality Testing
- Crystal Managment
- Crystal Sprint 1
- Day and Night Cycle Clock UI
- Day and Night Cycle Filter
- Day and Night Cycle Service
- Day and Night Cycle Summary
- Debug Terminal
- Defensive Tower
- Design Guidelines
- Design of landscape objects
- Design Process of Pixel Art
- Design Style and Cohesion Appendix
- Design Style and Cohesion Guidelines Introduction
- Design Testing
- Difficulties
- Does Our User Group Needs a Safe State Feature?
- Eel Animation
- Eel Animation and Design User Testing
- Eel Animation External Feedback
- Eel External Feedback
- Eel External Testing Sprint 4
- Eel Projectiles
- Eel Studio Validation
- Electric Eel (Ranged Enemy) User Testing
- Electric Eel Projectile Medium Fidelity User Testing
- Entities
- Entity Component System (ECS)
- Epilogue Building Process
- Event System
- Final Boss
- Final Boss Animation
- Final boss animation gif
- final boss typhon sketches
- Final Design Style for the Save State
- Game Areas
- Game Screens
- Game to Entity Name Guide
- Game UI
- Getting Started
- Guidebook
- Guidebook Implementation
- Guidebook Planning
- Health Bar
- Hi fi animation for final boss
- House
- How to Play
- https: github.com UQdeco2800 2022 studio 1 wiki UGS Polishing _historyUGS Polishing
- Implementation
- Implementation of Juicy UI
- Infrastructure
- Input Handling Overview
- Insights from Final User Testing Session
- introduction
- Inventory
- Inventory Design
- Inventory Design User Testing
- Inventory Implementation
- Inventory Implementation Testing & Validation
- Inventory Overview
- Isometric and pixelated design
- Item pricing
- Juicy UI
- Juicy UI Implementation
- Juicy UI Testing and Validation
- Justification for Existence
- Landscape Objects
- Loading Resources
- Logging
- low fidelity sketches
- MacOS Setup Guide
- Main Character
- Main Character Attack Mining Functionality
- Main Character Death Respawn
- Main Character Functionality User Testing
- Main Character Sprites and Animation
- Main Character Weapon and Equipment Design
- Main Character Weapons and Equipment Design User Testing
- Main Theme and Cohesion
- Map
- Map Design and Inspiration
- Map Generation and Functionality
- Map Implementation Testing
- Map Polishing
- Marbles Trap
- Melee Enemies
- Melee Enemy AI and Behaviour
- Melee Enemy Testing
- Music
- Ninja Starfish (Ranged Enemy) Design Process
- Ninja Starfish (Ranged Enemy) User Testing
- Non Playable Characters (8)
- NPC by Team8
- Npc Aquaman
- NPC Class Code
- NPC Class Code Details
- NPC Class Code Team8
- NPC Design
- NPC Design Details
- NPC Design Team11
- NPC Design Team8
- NPC Design User Testing
- NPC Design User Testing Team11
- NPC Design User Testing Team8
- NPC Functionality User Testing
- NPC Functionality User Testing Team8
- NPC Overview
- NPC Summary
- NPC Team8 UML
- NPC User Testing
- Object Design Guide
- Objectives Design
- Obstacle Structures
- Obstacles User Testing Session (Structures)
- Physics
- Polished Ranged Enemy Animation
- Polishing Code Testing
- Previous Iterations
- Primary User Group
- Projectile bug fixes
- Ranged Enemies
- Ranged Enemy Animation
- Ranged Enemy Animations
- Ranged Enemy Design Process
- Ranged Enemy Projectiles
- Ranged User Testing
- Ranged User Testing Session (Structures)
- Resource Management
- Resource Management Design User Testing
- Resource Management Functionality User Testing
- Resource Management User Testing and Validation
- Save Game
- Save State Design Gameplay screen
- Save State Design Introduction
- Save State Design – Welcome Screen
- Service Locator
- Settings
- Settings Page UI UX
- Shop
- Shop Design User Testing
- Shop Programming User Testing
- Shop New Axe Design Process
- Shop New Bed Design Process
- Shop New Bow Design Process
- Shop New Health Potion Design Process
- Shop New Sword Design Process
- Shop New Trident Design Process
- Shop Artefact User Testing & Redesign
- Shop Design
- Shop Implementation
- Software Test Plan (Team 7)
- Sound Effects
- Spike Trap
- Sprint 1 Save State Design Gameplay screen
- Sprint 1 Infrastructure User Testing Session Results
- Sprint 1 Save State Design Gameplay screen
- Sprint 1 Summary
- Sprint 1 Technical Implementation
- Sprint 1 Testing and Validation
- Sprint 2 Save State Design Gameplay screen
- Sprint 2 Summary
- Sprint 2 Survey Load Game Icon Design
- Sprint 2 Survey Save Game Icon Design
- Sprint 2 Technical Implementation
- Sprint 2 Testing and Validation
- Sprint 3 Summary
- Sprint 3 Testing and Validation
- Sprint 4 Summary
- Sprint 4 Testing and Validation
- Starfish Animation
- Starfish Animation User Testing
- Starfish Animation User Testing 1
- Starfish Animation User Testing 2
- Starfish Projectile
- Storyline
- Storyline and Tutorial Unit Testing
- Storyline Building Process
- Storyline User Testing
- Structure Factory
- Structure Service
- StructureComponents
- Structures Overview
- Structures Polishing
- target audience analysis
- Temple
- Terrain
- Test Plan Polishing
- Testing and Validation
- Testing and Validation of Juicy UI
- testing sessions sketches and design concepts
- Textbox Design Process
- Tile
- Tower 4
- Tower1
- Tower2
- Tower3
- Tower4
- Trap
- Trap Structures
- Traps User Testing Session (Structures)
- Trojan Horse
- Turret
- Tutorial Pop Ups
- UGS
- UGS Class Testing
- UGS Overview
- UGS Polishing
- UGS Test Plan
- UI
- UI Planning
- UI Building Planning
- UI Design and Typography
- UI Implementation
- UI Intercases
- UI Interfaces Implementation
- UI Testing
- Unit Testing
- User Interaction Testing (Infrastructure)
- User Interfaces
- user interviews final boss
- User test to identify location of the save state
- User Test – Save State Location
- User Testing
- User Testing Design Direction
- User Testing Validation
- User Testing Atlantis Sinks Game
- user testing design
- User Testing for Environmental Objects
- user testing high fidelity design
- User Testing Of Difficulty With Enemy Stats
- User Testing Plan (Infrastructure)
- User Testing Session (Infrastructure)
- User testing session to confirm final design
- User Testing Summary
- user testing typhon
- User Testing Validation
- Using the Input System
- Wood Resource Building Design Process
- Wooden Fence