
Anthonio-Acquilas Andrianasoavina contributed to the LePeruvienn/FEURnite repository by developing a data-driven weapon weight system that dynamically adjusts player movement based on equipped weapon properties, using C# and Unity’s ScriptableObject architecture. He also focused on gameplay reliability by fixing critical bugs, such as ensuring player death triggers precisely at zero health and refactoring grenade explosion logic to apply accurate, distance-based damage within the blast radius. His work demonstrated strong skills in game development, object-oriented programming, and physics, with an emphasis on targeted, minimal changes that improved gameplay consistency, balance, and player trust in combat outcomes.

January 2025 (2025-01) monthly summary for LePeruvienn/FEURnite focusing on delivering reliable gameplay and fixing critical gameplay-balance bug. Key outcomes include a comprehensive grenade explosion radius and damage calculation fix, ensuring accurate damage within blast radius and improving fairness and player experience. This month emphasized code quality, targeted bug repair, and impactful gameplay tuning.
January 2025 (2025-01) monthly summary for LePeruvienn/FEURnite focusing on delivering reliable gameplay and fixing critical gameplay-balance bug. Key outcomes include a comprehensive grenade explosion radius and damage calculation fix, ensuring accurate damage within blast radius and improving fairness and player experience. This month emphasized code quality, targeted bug repair, and impactful gameplay tuning.
December 2024 Monthly Summary – LePeruvienn/FEURnite Delivered a data-driven weapon weight system that dynamically adjusts movement speeds based on the equipped weapon, enabling more realistic combat pacing and easier balance tuning. Implemented via a new WeaponProperties ScriptableObject to store weapon weight and per-weapon weight linkage.
December 2024 Monthly Summary – LePeruvienn/FEURnite Delivered a data-driven weapon weight system that dynamically adjusts movement speeds based on the equipped weapon, enabling more realistic combat pacing and easier balance tuning. Implemented via a new WeaponProperties ScriptableObject to store weapon weight and per-weapon weight linkage.
November 2024 monthly summary for LePeruvienn/FEURnite focused on stability and correctness in combat health logic. Delivered a critical bug fix to the death condition so players die when health reaches zero, preventing survivals after lethal hits. Implemented by updating the health check from _health < 0 to _health <= 0. The fix was committed as 8ee67177aab72bacbb4178f00cbda65280c24980 with message 'correction'. This change reduces edge-case gameplay inconsistencies and improves player trust in combat outcomes. Emphasized minimal, surgical changes to reduce regression risk. Core skills demonstrated include debugging, precise condition handling, and clear commit messaging.
November 2024 monthly summary for LePeruvienn/FEURnite focused on stability and correctness in combat health logic. Delivered a critical bug fix to the death condition so players die when health reaches zero, preventing survivals after lethal hits. Implemented by updating the health check from _health < 0 to _health <= 0. The fix was committed as 8ee67177aab72bacbb4178f00cbda65280c24980 with message 'correction'. This change reduces edge-case gameplay inconsistencies and improves player trust in combat outcomes. Emphasized minimal, surgical changes to reduce regression risk. Core skills demonstrated include debugging, precise condition handling, and clear commit messaging.
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