
Over three months, contributed to UQcsse3200/2025-studio-3 by developing gameplay features and improving core systems using C#, Java, and Python. Built a hit marker visual feedback system, enhanced robot combat with new attack and jump tasks, and overhauled robot spawning and defense logic. Applied component-based architecture and the Entity-Component-System pattern to ensure scalable, maintainable code. Refactored rendering and entity management for flexibility, centralized coin reward logic to strengthen the in-game economy, and improved physics stability and AI behavior. Emphasized clean code, type safety, and robust testing, addressing both feature delivery and bug fixes to support reliable game development.
October 2025 monthly summary focused on delivering gameplay features, stabilizing physics and AI, and strengthening the in-game economy, with a strong emphasis on reliability and measurable business value.
October 2025 monthly summary focused on delivering gameplay features, stabilizing physics and AI, and strengthening the in-game economy, with a strong emphasis on reliability and measurable business value.
September 2025 monthly summary for UQcsse3200/2025-studio-3 focused on delivering meaningful gameplay improvements, stabilizing core systems, and enabling scalable configuration. Key features delivered include a new RobotAttackTask with sensing logic, attack animation, and adjusted attack range, accompanied by tests to validate responsiveness and balance. A comprehensive Robot Spawning/Defense overhauls introduced enum-based robot types, updated spawning logic, and new defense components to promote code reuse and consistency. Critical bug fixes addressed enemy death/despawn and coin rewards, centralizing coin awarding in LevelGameArea and ensuring kill statistics apply only to enemies. The work enhances gameplay balance, reliability, and maintainability, reducing future technical debt while showcasing strong software engineering discipline.
September 2025 monthly summary for UQcsse3200/2025-studio-3 focused on delivering meaningful gameplay improvements, stabilizing core systems, and enabling scalable configuration. Key features delivered include a new RobotAttackTask with sensing logic, attack animation, and adjusted attack range, accompanied by tests to validate responsiveness and balance. A comprehensive Robot Spawning/Defense overhauls introduced enum-based robot types, updated spawning logic, and new defense components to promote code reuse and consistency. Critical bug fixes addressed enemy death/despawn and coin rewards, centralizing coin awarding in LevelGameArea and ensuring kill statistics apply only to enemies. The work enhances gameplay balance, reliability, and maintainability, reducing future technical debt while showcasing strong software engineering discipline.
August 2025 monthly summary for UQcsse3200/2025-studio-3: Delivered a Hit Marker Visual Feedback System that enhances combat readability and player feedback. Implemented a new HitMarkerComponent and integrated it with the TouchAttack workflow to trigger hit markers on damage events. Added a flash-based opacity effect on affected entities and introduced a public color variable in TextureRender to enable hit-marker color customization. Refactored rendering to support multiple render components, establishing a scalable path for future visual features. Ensured hit feedback improves during ghost interactions (damage and hitmarkers) and updated NPC interaction handling for consistent feedback. Introduced constants to remove magic numbers, improving maintainability and reducing regressions.
August 2025 monthly summary for UQcsse3200/2025-studio-3: Delivered a Hit Marker Visual Feedback System that enhances combat readability and player feedback. Implemented a new HitMarkerComponent and integrated it with the TouchAttack workflow to trigger hit markers on damage events. Added a flash-based opacity effect on affected entities and introduced a public color variable in TextureRender to enable hit-marker color customization. Refactored rendering to support multiple render components, establishing a scalable path for future visual features. Ensured hit feedback improves during ghost interactions (damage and hitmarkers) and updated NPC interaction handling for consistent feedback. Introduced constants to remove magic numbers, improving maintainability and reducing regressions.

Overview of all repositories you've contributed to across your timeline