
Deltanedas developed two core gameplay systems over two months, focusing on backend and UI engineering in C# for the ProjectOmu/OmuStation and impstation/imp-station-14 repositories. For OmuStation, they implemented a targeted body-part damage system, integrating with the existing damage pipeline to enable granular, body-part-specific effects such as mousetraps damaging feet, laying groundwork for future mechanics. On imp-station-14, Deltanedas overhauled the Thaven Mood System, unifying mood data flow across shared, server, and client code, and redesigned the mood management UI using XAML. Their work emphasized code organization, maintainability, and extensibility, addressing complex gameplay and data consistency challenges.

March 2025 (2025-03) monthly summary for impstation/imp-station-14 focusing on the Thaven Mood System overhaul and Mood Management UI. This initiative consolidated and enhanced mood handling across shared code, server-side mood management, admin mood tools, and the client UI, establishing a cohesive mood pipeline and improving reliability, UX, and maintainability.
March 2025 (2025-03) monthly summary for impstation/imp-station-14 focusing on the Thaven Mood System overhaul and Mood Management UI. This initiative consolidated and enhanced mood handling across shared code, server-side mood management, admin mood tools, and the client UI, establishing a cohesive mood pipeline and improving reliability, UX, and maintainability.
December 2024 monthly summary for ProjectOmu/OmuStation focusing on delivering a targeted body-part damage capability that enhances combat realism and enables future body-part-specific gameplay mechanics. The work centers on integrating with the existing damage pipeline and setting the foundation for more granular damage modeling.
December 2024 monthly summary for ProjectOmu/OmuStation focusing on delivering a targeted body-part damage capability that enhances combat realism and enables future body-part-specific gameplay mechanics. The work centers on integrating with the existing damage pipeline and setting the foundation for more granular damage modeling.
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