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