
Quentin Piette developed the foundational systems for the Dungeon-Crawler repository over a three-month period, focusing on core gameplay architecture and maintainability. He established the initial Unity project structure, implemented a base scene with 2D lighting, and set up documentation to streamline onboarding. Quentin engineered a modular turn-based combat framework using C# and Unity, introducing data-driven models for fighters, items, and runes, as well as seamless scene transitions between role-play and combat. He refactored combat logic to an entity-based system, integrated AI-driven turn management, and enhanced UI feedback with HP and mana visuals, resulting in a scalable, testable codebase.

April 2025 for Mrcookie84/Dungeon-Crawler: Delivered the foundational turn-based combat system and companion asset/pipeline refinements. Implemented an Entity-based combat core, rune-based actions, mana/HP mechanics, and UI visuals; updated asset pipeline, prefabs, and scene configurations to improve spawn management and UI parameters. These changes establish a scalable framework for future features, reduce integration risk, and improve in-game feedback and polish.
April 2025 for Mrcookie84/Dungeon-Crawler: Delivered the foundational turn-based combat system and companion asset/pipeline refinements. Implemented an Entity-based combat core, rune-based actions, mana/HP mechanics, and UI visuals; updated asset pipeline, prefabs, and scene configurations to improve spawn management and UI parameters. These changes establish a scalable framework for future features, reduce integration risk, and improve in-game feedback and polish.
March 2025 — Dungeon-Crawler: Delivered foundational turn-based combat framework and scaffold for the battle system, aligned with RP-to-Fight transitions, data models, and modular code organization. Implemented fight maps, a combat manager, and a Fighter-based architecture to drive battle flow, establishing a scalable framework for future features and live tuning. Codebase reorganized into domain-specific folders to improve maintainability and collaboration, enabling faster iteration on gameplay systems.
March 2025 — Dungeon-Crawler: Delivered foundational turn-based combat framework and scaffold for the battle system, aligned with RP-to-Fight transitions, data models, and modular code organization. Implemented fight maps, a combat manager, and a Fighter-based architecture to drive battle flow, establishing a scalable framework for future features and live tuning. Codebase reorganized into domain-specific folders to improve maintainability and collaboration, enabling faster iteration on gameplay systems.
February 2025 monthly summary: Delivered foundational groundwork for Dungeon Crawler (Mrcookie84/Dungeon-Crawler). Established repository scaffolding, licensing, and README. Implemented a base scene setup with a main camera and 2D lighting to validate rendering and project scope. No major bugs fixed this month. This foundation enables rapid feature development, improved maintainability, and clearer onboarding for new contributors.
February 2025 monthly summary: Delivered foundational groundwork for Dungeon Crawler (Mrcookie84/Dungeon-Crawler). Established repository scaffolding, licensing, and README. Implemented a base scene setup with a main camera and 2D lighting to validate rendering and project scope. No major bugs fixed this month. This foundation enables rapid feature development, improved maintainability, and clearer onboarding for new contributors.
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