EXCEEDS logo
Exceeds
Tommo216

PROFILE

Tommo216

Over seven months, Thomas Swain developed core gameplay systems and visual features for the MadMan-123/SwashDucklers repository, focusing on robust asset workflows and player experience. He engineered Kraken AI and animation subsystems, dynamic weather groundwork, and responsive UI, leveraging Unity, C#, and prefab-based architecture. His work included physics-driven ship health, modular item stations, and real-time player name displays, all integrated with scene management and code refactoring for maintainability. By addressing both feature delivery and bug resolution, Thomas ensured stable, scalable gameplay and streamlined asset pipelines, demonstrating depth in AI programming, animation control, and cross-disciplinary game development within a collaborative environment.

Overall Statistics

Feature vs Bugs

78%Features

Repository Contributions

100Total
Bugs
11
Commits
100
Features
40
Lines of code
106,955
Activity Months7

Work History

April 2025

10 Commits • 5 Features

Apr 1, 2025

Monthly summary for 2025-04 focusing on delivering polished visuals, gameplay feel, and robust spawn/interactions in MadMan-123/SwashDucklers. This month emphasized business value through tangible feature delivery, stability improvements, and scalable asset workflows across the ship and combat-boat domain.

March 2025

36 Commits • 14 Features

Mar 1, 2025

Month: 2025-03 — MadMan-123/SwashDucklers. This sprint delivered significant system improvements, animation fidelity upgrades, and UI and asset pipeline enhancements, while stabilizing core interactions and camera behavior to support upcoming content. Key features delivered: - TentacleAI core improvements: core simplifications and layout consolidation, ensuring one layout per kraken. Commits include 92faec22809bba57f5e6d0b77351772901e1c004; ffb4da190c93e5b455b7749da0aecc718f9e44b0; 64a79de26b6d0561ca0f8851795c529df93ecdd5. - Menu system migration and assets: migrated legacy scripts to the new menu manager and added new menu assets. Commits: 0a8c5afbf0affdf73ea48b34e868af55fb8f2d73; 8af78743c83a54b1ae922f0fe24a0fbe4458e81b. - Kraken and Tentacle Animation System: implemented and polished Kraken and Tentacle animations, including tests, new tentacle animations, behaviours, hitboxes, and culling fixes. Commits: 07e6091c7c03884c3ed485d408c3fe25aefba45a; 71c520cb0538e7dd968971ad529502124abdc990; 6c71a5f6080b747f0e7acee63aa589d48819a128; 7cda5633f0524cc0a25c8c275595a002d9e1f069; ce00e38d59a2d425319fd0a12fc8e33d1ed23fc4; bc7ac289c2db804eb0b43a89616630dacb391287; b463e5f6f58008c6c7761e5a620f9c85873deb0a; 6e9838e4eae2b0dff34bfd78f2f6fb41f5607c82. - Prefab refactor and cleanup: converted CannonStack into a prefab and cleaned up old pump prefabs. Commits: 82451b8f8f1ce9e8d4b394b73d27c56c3dd0725a; e33ce4b4bd51fed368b4e968a368dd4dbbcf2234. - CameraShake update and New UI Implementation: improved camera effects and implemented new UI. Commits: 8efecf215044d6155d2607daa05961ba20d3a417; 13c025c0675dedf52d6da3bebe9333400b164cc7. Major bugs fixed: - Camera focus and rotation fixes: launching now removes player from camera focus; rotation issues resolved. Commits: 8bd8998a4ef471a61cb725cbb96f4b7eefa15bbb; f7aa8ad60c1c7610e1749ee3084d968a660a3f81. - Crab interaction fix: Crab model now holds objects properly. Commit: d6945ed4d5a0774f2cbfd93e930b43fd003b430b. - Minor missing assets note: Forgot to add some. Commit: 9e54dc77f49d151b9045ce37dff87becfb3a9e4f. - Playtest bug fixes and balance: Bug fixes from playtest. Commit: b2edaf6bddcb66c98c14b126babdfbf7e14eb78d. - Queen plank stability fix: Mainly plank pop off (queen), other small changes. Commit: 0cd8668a6b40f7427259d4c02aae03e680402906. - Tutorial leaks fix: Fixed leaks in the tutorial. Commit: 9cc134ede4cb537af29cf01efaa1efd020ff61aa. - Kraken Animator stability fix: Small fix to kraken animator. Commit: 4ad2b3da2b2060e5adfbd0d947075628ef4abf60. Overall impact and accomplishments: - Strengthened the base for upcoming content with a more maintainable, reusable asset/layout architecture, improved animation fidelity and reliability, and smoother UI and camera experiences. These changes reduce risk in future sprints and accelerate feature delivery, while enhancing the player experience and visual polish. Technologies, tools, and skills demonstrated: - Animation system design and testing, hitbox and culling considerations, and complex state management for Kraken/Tentacle interactions. - Prefab-based architecture and asset pipeline improvements, enabling faster iteration and reuse. - UI modernization, menu system migration, and improved camera and camera shake effects. - Debugging, QA, and playtesting discipline, with systematic bug fixes and maintenance. Business value: - Delivered tangible improvements to player immersion and reliability while reducing future integration risk and setup time for new features and assets.

February 2025

19 Commits • 6 Features

Feb 1, 2025

In February 2025, delivered a robust set of visual and UI enhancements for MadMan-123/SwashDucklers, strengthening the game's combat fidelity, polish, and performance. Key work included a Kraken combat visuals and animation pipeline with tentacle AI integration and cannonball hit effects; a pump repair visual effects system; a comprehensive UI overhaul across ship UI, game selection, and setup screens; groundwork for Kraken animator and slap attack visuals; and scene loading optimizations with project cleanup. Ongoing health/visual system groundwork (water visuals and color changes) and health invulnerability testing established a foundation for future gameplay resilience. These efforts collectively improve player feedback, reduce load times, and set the stage for future Kraken attack scenarios.

January 2025

5 Commits • 1 Features

Jan 1, 2025

In Jan 2025, delivered substantive feature work for SwashDucklers focusing on Kraken and Weather systems, with strong emphasis on maintainable code and future-ready gameplay polish. Key outcomes include a major Kraken refactor, a new Tentacles scripting component, improved eye-tracking behavior, and spawning preparation to stabilize encounters. Weather system groundwork was completed with weather object setup and scene integration, laying the foundation for dynamic weather effects. No critical bugs were recorded this month; the focus was on code cleanup, subsystems stabilization, and preparing for upcoming playtesting and tuning.

December 2024

5 Commits • 2 Features

Dec 1, 2024

December 2024 monthly summary for MadMan-123/SwashDucklers: Targeted feature work and stability fixes delivered with clear business value. Key features include Kraken AI and ambience enhancements and new cosmetic assets. Major bug fix addressed tentacle spawning to a single-tentacle behavior. These changes improved gameplay balance, immersion, and asset/UI integration, while demonstrating strong AI, graphics, and asset pipeline skills.

November 2024

24 Commits • 11 Features

Nov 1, 2024

November 2024 (MadMan-123/SwashDucklers) delivered a comprehensive feature and stability push across core gameplay and engineering. Ship health system overhaul introduced HP-based sinking and refined behavior, improving combat risk and feedback. Plank functionality and a generator enable dynamic platform-building and level design possibilities. Physics and collision were enhanced with a new physics material, refined slap physics, and improved duck collision behavior; water prefab consolidation and scene organization reduce setup time and errors. Early AI groundwork was laid with Kraken AI initialization and Tentacle AI integration, establishing a foundation for smarter adversaries. Ragdolling support and HP reset on water improve visual fidelity and player feedback, while codebase organization and modularization (including Item Station refactor) improve maintainability and developer velocity. These changes deliver clear business value via a more engaging experience, reduced churn, and a stronger foundation for future features.

October 2024

1 Commits • 1 Features

Oct 1, 2024

2024-10 monthly summary for MadMan-123/SwashDucklers. Delivered the Boat KillZone Launch and CentrePoint Respawn feature, introducing new prefabs and C# scripts to manage the behavior and control flow during respawn. The player is launched upwards into KillZone, movement is temporarily disabled, and the player is repositioned to a designated CentrePoint on the boat. Adjustments to player physics and scene elements were implemented to ensure smooth transitions and reliability. The work is traceable to commit 60aab2d035a76ffba2b7890fa3e59d6551e859bd (Added player coming back to boat). No separate major bugs were reported fixed this month; the emphasis was on delivering a robust feature with clean integration and improvement of gameplay flow.

Activity

Loading activity data...

Quality Metrics

Correctness79.2%
Maintainability79.4%
Architecture73.4%
Performance70.8%
AI Usage20.4%

Skills & Technologies

Programming Languages

C#UnityUnity AssetUnity Asset FilesUnity C#Unity PrefabUnity SceneUnity YAMLYAML

Technical Skills

3D Modeling3D Modeling IntegrationAIAI BehaviorAI ProgrammingAnimationAnimation ControlAnimation SetupAsset IntegrationAsset ManagementAudio ManagementBug FixingC#C# ScriptingCamera Systems

Repositories Contributed To

1 repo

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

MadMan-123/SwashDucklers

Oct 2024 Apr 2025
7 Months active

Languages Used

C#UnityUnity YAMLUnity C#Unity PrefabUnity AssetUnity Asset FilesUnity Scene

Technical Skills

Game DevelopmentPhysicsScriptingUnityAIAI Programming

Generated by Exceeds AIThis report is designed for sharing and indexing