Added the OG game design document template for reference.
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OG-GDD.md
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OG-GDD.md
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# Game Name Here
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## <a name="index">Index</a>
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1. [Index](#index)
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* [Game Overview](#overview)
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* [System Design](#system)
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* [World Design](#world)
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* [Level Design](#levels)
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* [Visual Design](#visuals)
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* [Music / Sound Design](#music)
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* [Required Assets](#assets)
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* [Schedule](#schedule)
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* [Other Notes](#etc)
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## <a name="overview">Game Overview</a>
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-------------------------
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### Summary
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Brief summary of the game. A kind of elevator pitch. Keep it simple.
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### Highlights
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* What makes this game stand out?
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* New/innovative uses of mechanics?
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* Interesting algorithms?
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* Interesting narrative?
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* Appealing aesthetics?
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### Gameplay
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What role will the player take on? What is their *goal*, what *obstacles* stand in their way, and what are the *tactics* they'll use to overcome them?
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### Mindset
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How will the player feel throughout the game? What is their initial *expectation*? Should they feel powerful enough to overcome all the *obstacles* right out of the gate? Or should they feel overwhelmed at the challenge, in search of the proper *tactics*?
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What is the pace of the game? Is it a race against time, or does it require careful and deliberate planning/exploration?
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## <a name="system">System Design</a>
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-------------------------
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### Input
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How will the player interact with the game? Keyboard, mouse, joystick?
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What kind of actions will the player be able to perform?
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Walking, running, shooting, jumping, attacks, combo moves, etc?
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If there are too many, how can you make them easy to use?
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### Output
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What kind of reactions will the system generate?
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What happens when a player collides with another entity?
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Will platforms fall when walked on? Will enemies get knocked back on attack?
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Will enemies need to respond to the actions of other enemies?
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### Behaviors
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* Player
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* Can directly listen for input
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* Can spawn variety of projectiles
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* Enemies
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* Can spawn variety of projectiles
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* Can follow paths
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* Can be knocked back (by projectile)
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* Can be stunned (by projectile)
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* Uses state machines
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* Switches/buttons
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* Can be toggled
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* Can interact with platforms
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* Can spawn projectiles and enemies
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* Platforms
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* Can follow paths
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* Can be switched on and off
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* Props
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* Can be interacted with (rigid body)
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### Requirements
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#### Unique
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Are there any unique systems/algorithms you're going to have to implement? If so, describe them in detail.
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Some examples might be Portal's portal system, Spelunky's level generation, or Spore's character designer.
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#### Other
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* Scene graph
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* Application state management
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* Navigation meshes
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* A* path finding
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* FSMs, decision trees
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* Observer pattern (event listeners)
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## <a name="world">World Design</a>
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-------------------------
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### World Setting
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Time and place, if applicable.
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### Subsettings
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* Cell block
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* Torture chamber
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* Crypt
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* Hell
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## <a name="levels">Level Designs</a>
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-------------------------
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### Cell block
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#### Goals
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Escape
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#### Obstacles
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Cell door, guards
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#### Tactics
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Murder guard, steal key
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#### Expectation
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Might not succeed, but death comes either way
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### Learned Mechanics
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* Input (Explicitly taught)
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* Call for attention
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* Attack
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* Output (Implicitly learned)
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* Enemies follow sounds
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* Attacks can be blocked
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* Dead enemies leave loot
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...
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## <a name="visuals">Visual Design</a>
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-------------------------
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### Color Palette
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What kind of color scheme are you planning to use?
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Dull, desaturated colors?
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Lively, vibrant colors?
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How will they be applied to the game objects? Will they be silhouettes? Will they be outlined? Will they be shaded? How so?
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Is there an existing work or two you want to draw from?
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### Stylistic Attributes / Effects
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Any particular visual motifs (signature shapes/effects) you're planning to incorporate into the overall style?
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Cute, round shapes? Aggressive, harsh triangles? Obscured silhouettes?
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What about design languages? Should enemies or hazards be of a certain color or shape?
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What about to call attention to specific parts of the game?
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Nostalgic film noir, tense wide angle cameras, glitchy static?
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Any visual influences (cultural, setting)?
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Mayan, celtic, post-apocalyptic dystopia, alien, etc.?
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### Effects
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What kind of visual effects are you going to need for this game?
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Motion blur? Bloom? Film noir?
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## <a name="music">Sound / Music Design</a>
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-------------------------
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### Sound Palette / Instrumentation
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What are you going for with the instrumentation?
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Dark, bassy tones? Happy, high-pitched tones?
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Even electronically synthesized instruments can use a well-grounded basis. What real instruments do you want to base your palette on?
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Where is the emphasis, which instruments (if any) will carry the focus?
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Is there an existing song or two you want to draw from?
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### Stylistic Attributes / Effects
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Any particular musical/auditory motifs (signature phrases/effects) you're planning to incorporate?
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Does the game have a specific 'theme' you want to reuse throughout the soundtrack?
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Will you use musical cues to draw attention to certain parts of the game?
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### Efects
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What post-processing techniques are you going to need? Cross-fading? Reverberation? Filters?
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## <a name="assets">Required Assets</a>
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-------------------------
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### Visual
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#### Characters
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* Player
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* Town chief
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* Basic enemy
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* Blocking enemy
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* Charging enemy
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#### Animations
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* Player
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* Walking
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* running
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* falling
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* jumping
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* hit
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* dying
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* chief
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* idle
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* enemy
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* Walking
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* attacking
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* hit
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* dying
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#### Maps
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* Cells
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* Crypt
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* Hell
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### Audio
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* Dungeon theme
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* Tense
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* + Battle variation
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## <a name="schedule">Schedule</a>
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* Pre-alpha (idea)
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* Game should be playable, concept roughly defined
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* Assets should be entirely rough, placeholders
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* Big idea should be present, smaller derived ideas are omittable
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* Alpha (prototyping)
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* Game should be mostly completable and running well
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* Assets might still be rough, but should be introduced
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* Smaller ideas can be introduced and refined here
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* Beta (refinement)
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* Game should be fully completable
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* Iron out all obvious bugs
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* All assets should be completed and in place
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* Gather community feedback
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* Gamma (RC1, finalize)
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* Do stuff with the feedback
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* Game should be fully "juiced"
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* Interpolation
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* Particles
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* Screen quake
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* Feedback!!!
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* Auditory, visual, and tactile!
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* If you needed one, you probably need another!
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* Listen for bug reports
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* Iron out as many of the non-obvious bugs as possible
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* Delta (RC2, finalize)
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* Listen for bug reports
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* Iron out as many of the non-obvious bugs as possible
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* Omega
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* Celebrate
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* Don't pay attention to the bug reports
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* Drink
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* Drink more
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* Keep drinking
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## <a name="etc">Other Notes</a>
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-------------------------
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Lorem ipsum dolor sit amet...
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