
James Fermont developed core multiplayer and editor systems for the CodyNava/CrimsonStar repository, focusing on robust networked gameplay and local testing workflows. He integrated FishNet and Steamworks for online play, then added Tugboat transport to enable seamless switching between Steam and local-hosted sessions. His work included refactoring player data management, scene transitions, and implementing reliable lobby, ship spawning, and end-of-match mechanics. Using C#, Unity, and custom serialization, James addressed synchronization, physics, and UI challenges, delivering 44 features and 34 bug fixes in two months. The result was a more stable, testable, and maintainable codebase supporting both local and online multiplayer.

June 2025 monthly summary for CodyNava/CrimsonStar: Delivered Local Testing and Dual-Mode Networking by integrating Tugboat transport layer, local-host and join UI, and updates to support Steam and local connections, with refactoring of player data management and scene transitions to improve reliability. Fixed key issues from recent refactors: Ship Editor stabilization (new action broadcast, damage reporting, score updates, module initialization) and Energy Firing logic reliability by using the root coordinate for energy availability checks. These changes improve testing parity, multiplayer reliability, and gameplay consistency, reducing QA cycles and post-release risk.
June 2025 monthly summary for CodyNava/CrimsonStar: Delivered Local Testing and Dual-Mode Networking by integrating Tugboat transport layer, local-host and join UI, and updates to support Steam and local connections, with refactoring of player data management and scene transitions to improve reliability. Fixed key issues from recent refactors: Ship Editor stabilization (new action broadcast, damage reporting, score updates, module initialization) and Energy Firing logic reliability by using the root coordinate for energy availability checks. These changes improve testing parity, multiplayer reliability, and gameplay consistency, reducing QA cycles and post-release risk.
May 2025 monthly summary for CodyNava/CrimsonStar highlights key delivered features, major fixes, and the overall impact across the project’s multiplayer and editor initiatives. The month focused on laying the foundation for playable multiplayer, stability, and data-model robustness, with attention to performance, determinism, and observability.
May 2025 monthly summary for CodyNava/CrimsonStar highlights key delivered features, major fixes, and the overall impact across the project’s multiplayer and editor initiatives. The month focused on laying the foundation for playable multiplayer, stability, and data-model robustness, with attention to performance, determinism, and observability.
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