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dev-manuals/etc/.glossary.md.swp

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# Gamify-IT Glossary
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Explanations for words that are not common. Click a letter to jump to the section.
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Explanations for words that might need an explanation. Click on a letter to jump to the section.
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Imagine the phrase: `A xy is ...` when writing an explanation.
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✅ Overworld: a world that ...
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```
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[A](#a) [B](#b) [C](#c) [D](#d) [E](#e) [F](#f) [G](#g) [H](#h) [I](#i) [J](#j) [K](#k) [L](#l) [M](#m) [N](#n) [O](#o) [P](#p) [Q](#q) [R](#r) [S](#s) [T](#t) [U](#u) [V](#v) [W](#w) [X](#x) [Y](#y) [Z](#z)
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[A](a) [B](b) [C](c) [D](d) [E](e) [F](f) [G](g) [H](h) [I](i) [J](j) [K](k) [L](l) [M](m) [N](n) [O](o) [P](p) [Q](q) [R](r) [S](s) [T](t) [U](u) [V](v) [W](w) [X](x) [Y](y) [Z](z)
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(a)=
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## A
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(area)=
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### Area
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- a part of the gamefield where the player can move, abstract class for [World](#world) and [Dungeon](#dungeon)
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- a part of the gamefield where the player can move, abstract class for [World](world) and [Dungeon](dungeon)
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(asset)=
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### Asset
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- bundle of graphics, [sprites](#Sprite), [tiles](#Tile) audio, [unity](#Unity) script, etc.
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- bundle of graphics, [sprites](sprite), [tiles](tile) audio, [unity](unity) script, etc.
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### Asset pack
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- a downloadable file containing [assets](#Assets) e.g. in [unity](#Unity) asset store: <https://assetstore.unity.com/>
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- a downloadable file containing [assets](asset) e.g. in the [Unity](unity) [asset store](https://assetstore.unity.com/)
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(b)=
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## B
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(c)=
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## C
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(d)=
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## D
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(dungeon)=
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### Dungeon
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- a cave/building or similar which can be accessed through a [level](#level)
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- a cave/building or similar which can be accessed through a [level](level)
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- can vary in size and content/look
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- See the concept [here](/protocols/global/2022-06-03-protocol-1.md#overworld)
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- See the concept [here](/protocols/global/2022-06-03-protocol-1.md)
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- squares are the entrances to a dungeon
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(e)=
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## E
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(f)=
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## F
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(g)=
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## G
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(h)=
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## H
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### HUD
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- The HUD (head-up display) is frequently used to simultaneously display several pieces of information including the main character's health, items, and an indication of game progression
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(i)=
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## I
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### Issue
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- Representation of a Task on GitHub
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(j)=
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## J
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(k)=
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## K
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(l)=
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## L
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(level)=
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### Level
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- subdivision of a [World](#world)
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- can have a few entrances to [dungeons](#dungeon)
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- subdivision of a [World](world)
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- can have a few entrances to [dungeons](dungeon)
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- levels can be interconnected
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- See the concept [here](/protocols/global/2022-06-03-protocol-1.md#overworld)
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- See the concept [here](/protocols/global/2022-06-03-protocol-1.md)
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- 2, 3, 4, ... on the left side of the picture are levels
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(m)=
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## M
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(minigame)=
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### Minigame
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- a injectable game that runs as an independent service and can get invoked by the [overworld](#Overworld).
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- a injectable game that runs as an independent service and can get invoked by the [overworld](overworld).
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(n)=
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## N
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(npc)=
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### NPC
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- a non player character which can be interacted with. These characters can appear in the overworld, in dungeons or in games.
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(o)=
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## O
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(overworld)=
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### Overworld
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- the first world the player will see after starting the game. Here he can explore the world and start [minigames](#Minigame).
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- the first world the player will see after starting the game. Here he can explore the world and start [minigames](minigame).
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## P
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(q)=
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## Q
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(r)=
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## R
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(s)=
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## S
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(sprite)=
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### Sprite
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- pice of graphic (not necessarily only one `.png` file).
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(t)=
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## T
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### Task
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- Represented as an issue on GitHub
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(tile)=
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### Tile
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- a graphic square that can tile a plane to form worlds.
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### Tile map
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- a file containing multiple [tiles](#Tile).
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- a unity component that displays a plane and you can draw [tiles](#Tile) on it.
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- a file containing multiple [tiles](tile).
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- a unity component that displays a plane and you can draw [tiles](tile) on it.
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### Tile palette
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- unity palette where you can create configure [tiles](#Tile).
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- unity palette where you can create configure [tiles](tile).
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## U
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(unity)=
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### Unity
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- game engine we use
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(v)=
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## V
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## W
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(world)=
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### World
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- a region limited in size where the player can move and interact with the environment, i.e. with [NPCs](#npc)
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- a world can contain multiple [Levels](#level)
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- See the concept [here](/protocols/global/2022-06-03-protocol-1.md#overworld)
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- a region limited in size where the player can move and interact with the environment, i.e. with [NPCs](npc)
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- a world can contain multiple [Levels](level)
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- See the concept [here](/protocols/global/2022-06-03-protocol-1.md)
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- big circle is world
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## X
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## Y
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## Z
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# Structure of review slides
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- Agenda: Overview
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- Goals: What happened? What was planned? Has it been implemented? If not, why?
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- If present: Events (i.e. developer leaves team)
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- Numbers/ Statistics: how many tickets in total, cake diagrams, ...
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- SonarQube Statistics -> For DevOps but only when everything is working
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- Presentation of own features by the developers
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- Next steps

internal/creating-issues.md renamed to dev-manuals/project-management/creating-issues.md

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internal/responsibilities.md renamed to dev-manuals/project-management/responsibilities.md

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internal/README.md

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internal/agile-charter.md

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internal/organization.md

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