
Amiel Rodríguez developed core gameplay systems for the Leyenda004/PMAP1 repository, focusing on combat mechanics, enemy AI, and player interaction using Unity and C#. He implemented a modular combat loop with bullet physics, enemy health, and player weapon functionality, enabling rapid iteration and future expansion. Amiel refined level design and exit mechanics, introduced healing and collectible systems, and added new enemy types with distinct behaviors. His work leveraged Unity’s prefab and scene management workflows, emphasizing input-driven action and responsive gameplay. The depth of his contributions established a robust foundation for further feature development and improved the overall player experience.

February 2025 monthly summary for Leyenda004/PMAP1. Delivered substantial gameplay improvements and new combat content, with a focus on strengthening core mechanics and player engagement. Key work included Level Design Refinement and Exit Mechanics Improvements (refined level design, non-looping exit animation, enhanced bullet collision behavior, and added cameraBulletWalls colliders to govern bullet interactions in targeted areas); Player Healing, Mobility, and Collectibles (healing via Left Shift, move-and-shoot refactor, and food collection loop); and New Enemies and Weapons: DemonBullet and DemonGun (new enemy types and projectiles with defined health, speed, and attack patterns). Fixed critical blockers around exit behavior and bullet interactions to remove gameplay blockers and improve responsiveness. Demonstrated strong Unity scripting, tilemap and prefab workflows, and input-driven mechanics, enabling deeper gameplay loops and future feature expansion.
February 2025 monthly summary for Leyenda004/PMAP1. Delivered substantial gameplay improvements and new combat content, with a focus on strengthening core mechanics and player engagement. Key work included Level Design Refinement and Exit Mechanics Improvements (refined level design, non-looping exit animation, enhanced bullet collision behavior, and added cameraBulletWalls colliders to govern bullet interactions in targeted areas); Player Healing, Mobility, and Collectibles (healing via Left Shift, move-and-shoot refactor, and food collection loop); and New Enemies and Weapons: DemonBullet and DemonGun (new enemy types and projectiles with defined health, speed, and attack patterns). Fixed critical blockers around exit behavior and bullet interactions to remove gameplay blockers and improve responsiveness. Demonstrated strong Unity scripting, tilemap and prefab workflows, and input-driven mechanics, enabling deeper gameplay loops and future feature expansion.
January 2025 (Leyenda004/PMAP1) — Delivered a core combat system with bullet mechanics, enemy behaviors, and player weapon functionality. Implemented enemy health, movement, bullet–enemy collision, and player shooting, establishing a playable combat loop. The primary milestone is the commit 39746964306d23d77eaccbae383a1cb95 ("sistema de combate"). Impact: provides immediate gameplay value, enables rapid iteration and balancing, and lays the foundation for future levels and enhancements. Demonstrates proficiency in gameplay systems design, basic AI behaviors, collision/damage handling, and input-driven action.
January 2025 (Leyenda004/PMAP1) — Delivered a core combat system with bullet mechanics, enemy behaviors, and player weapon functionality. Implemented enemy health, movement, bullet–enemy collision, and player shooting, establishing a playable combat loop. The primary milestone is the commit 39746964306d23d77eaccbae383a1cb95 ("sistema de combate"). Impact: provides immediate gameplay value, enables rapid iteration and balancing, and lays the foundation for future levels and enhancements. Demonstrates proficiency in gameplay systems design, basic AI behaviors, collision/damage handling, and input-driven action.
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