Page Index - UQdeco2800/2022-studio-2 GitHub Wiki
642 page(s) in this GitHub Wiki:
- Home
- Welcome to the game-engine wiki!
- Game Feature Index:
- Game Engine Links:
- [Deprecated] Attack function
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- AI
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- Animated Buff Timer Indicator
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- Animations
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- Armour Configuration UML Diagram
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- Armour Graphic Design
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- Armour Implementation
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- Armour Unit Testing
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- ArmourFactory Unit Testing
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- Atlantis Guard
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- Attack Cooldown Function
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- Attack Function Revisited
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- Attack Sequence Diagram
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- Attack Speed Animation Design
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- Attack Speed Buff Animations
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- Attack speed icon
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- Audio
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- Aura Code Logic
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- Aura Pickup and Application
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- Aura User Testing
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- Bleed
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- Bleed skill
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- Block Design
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- Block Skill
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- Bouncy Animations of Buffs Spawned
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- Bow Plunger
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- Bow User Testing
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- Buff Animation Touch Up
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- Buffs & Debuffs
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- Character and Story Concept
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- Character Display Stats Health, Mana, and Stamina
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- Charge
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- Charge Skill
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- Child Citizen
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- Code Clean up & Junit Test
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- Code Clean up & Junit Tests
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- Code optimisations
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- Columns
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- Combat Animation System
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- Combat Items
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- Combat Items: Master Code Extension Guide
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- Combat Items: SonarCloud
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- Combat Items: SonarCloud Sprint 2
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- Combat Items: SonarCloud Sprint 3
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- Combat Items: SonarCloud Sprint 4
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- Components
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- Concurrency & Threading
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- Configuring Entities
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- Countdown
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- Crafting & Weapon(Weapon Craft)
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- Crafting & Weapon(Weapon Craft) Sprint Three
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- Crafting Contents Page
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- Crafting Materials Visual Assets Design Sprint One
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- Crafting Materials Visual Assets Design Sprint Three
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- Crafting Materials Visual Assets Design Sprint Two
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- Crafting Materials Visual Assets Design User Testing Sprint Three
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- Crafting Materials Visual Assets Design User Testing Sprint Two
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- Crafting Menu Updates
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- Crafting Pause Screen Visual Assets Design User Testing Sprint Three
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- Crafting Player Guide Visual Asset Design User Test
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- Crafting Sounds Audio Assets Design
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- Crafting Sounds Audio Assets Design User Test
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- Crafting System Code Implementation Sprint One
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- Crafting System Code Implementation Sprint Three
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- Crafting System Code Implementation Sprint Two
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- Crafting System Testing Plan Sprint Four
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- Crafting System Testing Plan Sprint One
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- Crafting System Testing Plan Sprint Three
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- Crafting System Testing Plan Sprint Two
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- Crafting Table (Level Two) Visual Assets Design Sprint Three
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- Crafting Table Frequency in Map User Test
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- Crafting Table Visual Assets Design Sprint One
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- Crafting Table Visual Assets Design Sprint Two
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- Crafting Table Visual Assets Design User Test Sprint Two
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- Crafting Table Visual Assets Design User Testing Sprint Three
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- Crafting Table Visual Assets User Test
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- Crafting Tutorial Popups Visual Assets Design
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- Crafting UI Visual Assets Design Sprint 4
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- Crafting UI Visual Assets Design Sprint One
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- Crafting UI Visual Assets Design Sprint Three
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- Crafting UI Visual Assets Design Sprint Two
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- Crafting UI Visual Assets Design User Testing Sprint Three
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- Crafting UI Visual Assets Design User Testing Sprint Two
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- Crafting UI Visual Assets User Test
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- Crafting UML Diagram Sprint One
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- Crafting UML Diagram Sprint Three
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- Crafting UML Diagram Sprint Two
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- Crafting UML Sequence Diagram Sprint Four
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- Crafting Visual Indicators Visual Assets Design Sprint Three
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- Crafting Visual Indicators Visual Assets Design User Testing Sprint Three
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- Daggers
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- Damage Buff Animations
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- Dash
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- Dash Skill
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- Death & Win Screen Code Implementation
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- Death Screen Design
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- Debug Terminal
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- Design Rule Book
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- Diagrams (UML & Sequence)
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- Dialogue & NPCs
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- Dialogue Box (For Each Skill)
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- Dialogue Box Changes
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- Dialogue Box Design
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- Dialogue Box Designs
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- Dialogue Code
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- Dialogue Icon Indicator
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- Disposal of Plunger Projectile after Certain Duration
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- Dodge Design
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- Dodge Skill
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- Enemies
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- Enemies death animation
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- Enemy Weapons
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- Entities
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- Entity Component System (ECS)
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- Equippable display
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- Event System
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- Female Citizen
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- Final Skill Tree (Sprint4)
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- Fire Buff Animations
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- Friendly Creature NPC
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- Game Areas
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- Game Main Menu (Static and Animated) Asset Design
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- Game Main Menu (Static and Animated) Asset User Test
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- Game Main Menu UI Visual Asset Design
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- Game Main Menu UI Visual Asset User Test
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- Game Pause Screen Visual Assets Design Sprint Two
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- Game Pause Screen Visual Assets Design User Testing Sprint Two
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- Game Pause Screen Code Implementation Sprint Three
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- Game Pause Screen Code Implementation Sprint Two
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- Game Pause Screen Visual Assets Design Sprint Three
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- Game Pausing Code Implementation
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- Game Screens
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- Getting Started
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- Hera and Athena
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- Herra & Athena
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- Human Guard
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- Input Handling Overview
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- Inventory
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- Inventory base function updates
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- Inventory Button Design
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- Inventory Button Redesign
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- Inventory Button Visual Assets User Test
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- Inventory code logic
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- Inventory Component Helper page
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- Inventory Component Unit Testing
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- Inventory Design
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- Inventory display logic
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- Inventory interactions and refinements
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- Inventory Redesign
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- Inventory sorting algorithm
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- Inventory UML Diagram
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- Inventory UML Diagram and Sequence Diagram
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- Inventory Unit Testing
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- InventoryComponent: : SonarCloud Sprint 4
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- Invulnerability Skill
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- Item Display Logic
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- Item equipment and potion consumption logic
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- Item Lore
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- Junit test for NPC
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- Junit test for NPC Sprint4
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- JUNIT Testing and Code Coverage
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- Key Binds Menu
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- Keybind (Controls) Page Implementation
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- Level 1: Basic Enemy Gym Bro
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- Level 1: Boss Heracles The Ultimate Gym Bro
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- Level 2 Basic Enemy Poop
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- Level 2 Boss
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- Level 2 Boss Enemy Poop
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- Level 2 Walls Floor
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- Loading Transition Screen Implementation
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- Loading Resources
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- Loading Screen Transition Screen
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- Logging
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- MacOS Setup Guide
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- Main Feature Potions
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- Main Menu Display Code Implementation
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- Main Menu Title Animation Code Implementation
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- Main menu transition screens implementation
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- Male Citizen
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- Male citizen NEW
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- Map Design
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- Map Layout Design
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- Map Layout Design Level 2
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- Map System Code Implementation
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- Map Transition Design
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- Material Drops by on Enemy Death
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- Materials Dropping System Code Implementation
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- Menu Soundtrack Design
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- Menu Soundtrack Logic
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- MiniMap
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- New funtionalities
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- New Inventory Button Visual Assets User Test
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- New Pause Menu & Player Guide Implementation
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- New Potions
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- NPC Dialogue UML
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- NPC Child, Guard, Female Second Iteration
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- NPC Code
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- NPC Dialogue Box Design User Testing
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- NPC Dialogue Box Design User Testing Raw Data
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- NPC Giving Items
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- NPC Iterations User Testing Sprint 2
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- NPC Iterations User Testing Sprint 2 Raw Data
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- NPC Sprint 4 Raw Data
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- NPC test sprint3
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- NPC User Testing Interactions
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- NPC Voice Over
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- Optimisation of Crafting System Code with Sonar Cloud
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- Pause Menu
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- Pause Menu Button Interaction Code Implementation
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- Pause Menu Design
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- Pause Screen UML
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- Physics
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- Pipes Level 2
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- Placing Enemies On Map
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- Player Guide
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- Player Guide Screen Design
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- Player Key Prompt System
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- Player Modification Framework
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- Player Movement Animations
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- Player sprite
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- PlayerSkillComponent
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- Plumber Friend
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- Plunger
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- Potion Effects UML Diagram
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- Potion factory restructure and updated methods
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- PotionFactory Unit Testing
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- Potions
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- Potions and Armour Update (User Testing Inspiration Code)
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- Potions Code Logic
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- Potions Design
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- Potions test
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- Preliminary Weapon Check in
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- Projectile Animation Design
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- Projectile Design
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- Projectile Icon
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- Projectile Improvements and Fixes for Sprint 3
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- Projectile Skill
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- Push
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- PVC Pipe
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- Quickbar GUI Display Logic
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- Quickbar Redesign
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- Quickbar Redesign Design
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- Quickbar Visual Assets User Test
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- Ranged Weapon Implementation
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- Re structure of attackEnemy function
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- Redesigned Skill Tree icon
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- Revision to Armour and Stats
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- Rey's Transparent Texture Method
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- Rock
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- Root
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- Root Skill
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- Screen Soundtrack Assets User Test
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- Screen Soundtrack Design
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- Sequence Diagram
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- Service Locator
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- Settings
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- Skill Tree
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- Skill tree 4
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- Skill Tree 3
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- Skill Tree_2
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- Skill Tree_UI
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- Skill_Bar
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- Skills
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- Skills Testing
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- Sonarcloud testing Sprint One
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- Sonarcloud testing Sprint Three
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- Sonarcloud testing Sprint Two
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- Sound Effects
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- Sound effects for skills
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- Sprint 4 User Testing
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- Sprint 4: Armour and Potions Changes to Plan
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- Sprint 4: Armour Coding
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- Sprint 4: Armour Design and User Testing Future Directions
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- Sprint 4: Armour User Testing and Update
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- Sprint 4: Potions Code
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- Sprint 4: Potions User Testing and Update
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- Stamina and Mana System Code Implementation
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- Statues
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- Story, Character and Design Concept & Guides
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- Story, Character and Design Development
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- Sword
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- Team 6 Sprint 4 Code Implementation Test Plan
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- Teleport
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- Teleport Skill
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- Terrain
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- Test Plan For NPC & Dialogue
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- Test Plan for Sprint 2
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- Testing plan and User testing of Player Sprite
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- Testing plan and User testing of Win screen
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- Testing Plan for Classes extending Libgdx
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- Testing Plan for Libgdx Components
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- Testing Story and Character Sprint One
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- Tile Components
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- Torch Level 2
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- Toxic Buff Animations
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- Tree Component
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- Trident
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- UI
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- Ultimate Skill
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- UML Class Diagram
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- UML Diagram
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- Unit Testing
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- User Testing Plan Buffs & Debuffs
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- User Testing Plan Weapons
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- User Testing Potions and Revisions
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- User Testing Sprint 2
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- User_Test_Skill_tree_icon
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- Using the Input System
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- Wall (Level 2)
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- Walls Component
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- Water
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- Weapon Drop Function
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- Weapon Overlay Function
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- Weapon Pickup Function
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- Weapon sound
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- Weapon Swing Animation User Testing
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- Weapons Code Logic
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- Win Screen Design
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- Wrench
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