
Worked on the N-Call/FPS-Prototype repository to deliver a comprehensive overhaul of player locomotion and combat systems in Unity using C# and YAML. Developed new movement mechanics including sprinting, sliding, wall-running, and wall-jumping, with refined input handling and 3D camera control for more responsive gameplay. Introduced an ammunition system supporting partial magazines, ammo crates, and synchronized UI updates, enhancing resource management and combat pacing. Refactored core scripts and prefabs to improve code stability and facilitate future iteration. Addressed input timing and sprint issues, streamlining movement logic to reduce regressions and support faster quality assurance and player-centric tuning.
May 2025 performance summary for N-Call/FPS-Prototype: Delivered pivotal gameplay and system improvements that directly enhance player experience, engagement, and competitive readiness. Implemented a comprehensive locomotion overhaul with new capabilities and tuned input/camera for a more responsive and intuitive control loop. Introduced an ammunition system with partial mags, ammo crates, and synchronized UI, improving resource management and combat pacing. Fixed critical input timing and sprint-related bugs, and streamlined movement code for stability and easier future iteration. Updated core scripts and scenes to support these features, reducing regressions and enabling faster QA and iteration cycles. These changes establish a solid foundation for expanded combat mechanics and player-centric tuning.
May 2025 performance summary for N-Call/FPS-Prototype: Delivered pivotal gameplay and system improvements that directly enhance player experience, engagement, and competitive readiness. Implemented a comprehensive locomotion overhaul with new capabilities and tuned input/camera for a more responsive and intuitive control loop. Introduced an ammunition system with partial mags, ammo crates, and synchronized UI, improving resource management and combat pacing. Fixed critical input timing and sprint-related bugs, and streamlined movement code for stability and easier future iteration. Updated core scripts and scenes to support these features, reducing regressions and enabling faster QA and iteration cycles. These changes establish a solid foundation for expanded combat mechanics and player-centric tuning.

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