
Julian Riley developed two gameplay features for the ByHookOrByCrook repository, focusing on deepening combat mechanics and improving UI clarity. He introduced the Bullet Blue Whale passive item, which dynamically scales weapon sizes across the player’s inventory by updating weapon scripts and integrating new prefabs and assets using C# and Unity. Additionally, he created the Piranha passive item, enabling distance-based projectile damage, and refactored the UI to enhance boss encounter presentation and overall organization. Julian’s work demonstrated strong skills in C# scripting, object-oriented programming, and Unity prefab management, resulting in more maintainable code and a richer gameplay experience.

October 2024 monthly summary for julianjriley/ByHookOrByCrook. Delivered two gameplay-enhancing features and a UI refactor that together deepen combat depth, improve UI clarity, and strengthen project structure. Key features delivered: - Bullet Blue Whale passive item: new prefab, script, and assets; scales weapon sizes across the inventory with updated weapon scaling logic. Commit: e1673f2cf6a9acd69156595ca6260e600a8d16ff - Piranha passive item with distance-based projectile damage; added Boss Canvas prefab; refactored UI for better organization and combat readability. Commit: cce051d1e9a48e920cfbe80e91011f4872a1f0a6 Overall impact: - Enriched combat mechanics with dynamic weapon scaling and distance-based damage. - Improved UI structure, boss encounter presentation, and asset/prefab organization. - Strengthened maintainability and collaboration through clear commits and iteration notes. Technologies/skills demonstrated: - Unity prefab-based feature development, scripting for gameplay systems, asset integration, and UI refactoring; code organization and iteration hygiene.
October 2024 monthly summary for julianjriley/ByHookOrByCrook. Delivered two gameplay-enhancing features and a UI refactor that together deepen combat depth, improve UI clarity, and strengthen project structure. Key features delivered: - Bullet Blue Whale passive item: new prefab, script, and assets; scales weapon sizes across the inventory with updated weapon scaling logic. Commit: e1673f2cf6a9acd69156595ca6260e600a8d16ff - Piranha passive item with distance-based projectile damage; added Boss Canvas prefab; refactored UI for better organization and combat readability. Commit: cce051d1e9a48e920cfbe80e91011f4872a1f0a6 Overall impact: - Enriched combat mechanics with dynamic weapon scaling and distance-based damage. - Improved UI structure, boss encounter presentation, and asset/prefab organization. - Strengthened maintainability and collaboration through clear commits and iteration notes. Technologies/skills demonstrated: - Unity prefab-based feature development, scripting for gameplay systems, asset integration, and UI refactoring; code organization and iteration hygiene.
Overview of all repositories you've contributed to across your timeline