
Developed the Enemy Attack Timer feature for the Combat System Minigame in the GameNova-Studio/path-to-the-throne repository, introducing a time-based mechanic that requires players to respond within a set window during enemy turns. Leveraging GDScript and the Godot Engine, the implementation included a dynamic timer bar UI and event-driven state management to trigger enemy actions upon timeout. This approach improved combat pacing and provided clearer feedback to players, streamlining the tuning of difficulty and enhancing user experience. The work focused on integrating timer logic with enemy-turn flow, establishing robust signaling between UI components and game logic for maintainability and testing.
November 2024 — Delivered the Enemy Attack Timer feature for the Combat System Minigame in GameNova-Studio/path-to-the-throne. Implements a time-based response window during enemy turns; on timeout, the enemy attacks and the minigame ends. Includes a timer bar UI and timeout signaling, enabling tighter combat pacing and clearer player feedback. Commit: f22d7c7426c46ee17e9d27e7373031bdc8709c6b. No major bugs fixed in this scope. Impact: improved player engagement, streamlined tuning of combat difficulty, and better UX signals. Technologies: UI timer components, event-driven state management, timer integration, and Git traceability.
November 2024 — Delivered the Enemy Attack Timer feature for the Combat System Minigame in GameNova-Studio/path-to-the-throne. Implements a time-based response window during enemy turns; on timeout, the enemy attacks and the minigame ends. Includes a timer bar UI and timeout signaling, enabling tighter combat pacing and clearer player feedback. Commit: f22d7c7426c46ee17e9d27e7373031bdc8709c6b. No major bugs fixed in this scope. Impact: improved player engagement, streamlined tuning of combat difficulty, and better UX signals. Technologies: UI timer components, event-driven state management, timer integration, and Git traceability.

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