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astapay

PROFILE

Astapay

Astapay contributed to the Last-Voyage/Aframax repository by developing gameplay systems, including a dynamic boss attack framework, achievement tracking with Steamworks integration, and robust save-state management. Using Unity, C#, and C++, Astapay engineered features such as multi-room AI attacks, player proximity detection, and a modular animation system, while also implementing defensive programming practices to improve runtime stability. The work included asset management, UI development, and audio integration, with a focus on maintainability and clear documentation. Through iterative prototyping, bug triage, and code refactoring, Astapay delivered reliable, scalable solutions that enhanced player experience and streamlined future development cycles.

Overall Statistics

Feature vs Bugs

53%Features

Repository Contributions

190Total
Bugs
54
Commits
190
Features
62
Lines of code
492,500
Activity Months9

Work History

July 2025

11 Commits • 1 Features

Jul 1, 2025

July 2025 - Last-Voyage/Aframax Monthly Summary Key features delivered: - Implemented a comprehensive Achievement System with Steamworks integration, including achievement management scripts, unlock trigger logic, and saving/loading of achievement data into the game save system. Note tracking improvements and adaptable thresholds for monster kills and other objectives were also incorporated. Major bugs fixed: - Vine Attack Mechanics Fixes: corrected orientation and animation timing when monsters spawn on opposite axes; refined vine head retraction position and added safeguards to prevent redundant retractions during state transitions. - Monster Death Logic Bug Fix: corrected the MonsterKilled() call path so WhackAMole properly handles death events, ensuring reliable death notifications. - Save Data Reset Handling: addressed save state reset scenarios to ensure proper state reset; metadata/config-level adjustments inferred. Overall impact and accomplishments: - Significantly improved player engagement and retention through a robust, reliable achievement system with accurate progress tracking across saves. - Increased gameplay reliability and consistency by fixing core combat/monster interaction bugs and ensuring correct death and reset behavior. - Strengthened data integrity and resilience of the save system, reducing risk from reset scenarios. Technologies/skills demonstrated: - Unity C# scripting, Steamworks integration, save-system architecture, and robust bug triage. - End-to-end feature delivery from design and prototyping to integration, testing, and deployment.

June 2025

29 Commits • 12 Features

Jun 1, 2025

June 2025 monthly summary for Last-Voyage/Aframax highlighting business value and technical excellence across delivered features, bug fixes, and architectural improvements. Focused on user experience, reliability, and maintainability with measurable impact on performance, asset processing, and controller-audio/UI behavior.

May 2025

1 Commits

May 1, 2025

May 2025 Monthly Summary for Last-Voyage/Aframax: Strengthened runtime stability with null-safety guards across audio events, camera access, and input handling. Major bug fix: ensure audio playback only when the player instance is valid, guard camera access when the main camera exists, and avoid disabling input actions when the input map is null. These changes reduced crash vectors, improved user experience in real-time interactions, and demonstrated defensive programming and precise debugging. Commit reference: e88bb30ab4949267508fb2182202e4c3196b9ef8.

April 2025

42 Commits • 18 Features

Apr 1, 2025

April 2025 – Last-Voyage/Aframax: Delivered a balanced mix of new gameplay capabilities, stability improvements, and codebase enhancements that sharpen user experience, rendering quality, and maintainability. Highlights spanned a new interactive Video Drop Feature, reload-system refinements, rendering polish, cinematics immersion, and comprehensive code cleanup that aligns with team standards and accelerates future work. These outcomes translate into fewer post-release defects, faster feature iteration, and a more maintainable codebase for the next development cycle.

March 2025

21 Commits • 7 Features

Mar 1, 2025

Month: 2025-03 | Last-Voyage/Aframax – Consolidated feature delivery, stability improvements, and developer-experience enhancements across rendering, data handling, and scene management. Focused on locking business value with visible UI/UX improvements, data integrity, and maintainable code while enabling faster onboarding and collaboration.

February 2025

40 Commits • 11 Features

Feb 1, 2025

February 2025 monthly summary for Last-Voyage/Aframax: Delivered a high-impact prototype, added player-engagement features, stabilized core gameplay, and advanced visuals/assets while driving code quality through PR-driven iterations and clear documentation. The month focused on delivering business value through playable prototypes and reliable systems, enabling faster future iterations and better player experiences.

January 2025

11 Commits • 2 Features

Jan 1, 2025

January 2025 (Last-Voyage/Aframax) delivered core camera system enhancements and a new lighting-driven horror moment, while stabilizing the repository and laying groundwork for onboarding scaffolding. The work yields tangible business value through improved player immersion, reliable scene setup, and maintainable code, enabling faster iteration on future features.

November 2024

25 Commits • 7 Features

Nov 1, 2024

November 2024 (Last-Voyage/Aframax) — Delivered core gameplay enhancements, stability, and maintainability improvements. Features included health pack, ammo rack, and ammo UI implementations, prefab asset addition, gym updates, and animation system enhancements, with emphasis on UX clarity and visual fidelity. Major bugs fixed addressed harpoon flight and ammo rack behavior, and overarching PR/process fixes and codebase cleanup to reduce regressions. The work improved player experience, reliability of weapon systems, and codebase maintainability. Technologies demonstrated include Unity-based gameplay scripting, animation system design, UI integration, asset management, code refactor, thorough debugging and documentation practices, and disciplined PR workflow.

October 2024

10 Commits • 4 Features

Oct 1, 2024

2024-10 Monthly Summary for Last-Voyage/Aframax: Focused on delivering a dynamic boss attack system and robust spawn mechanics to elevate gameplay, improve reliability, and provide clear business value. Key features shipped, major fixes completed, and technical capabilities demonstrated to support scalable future iterations. Key features delivered in October 2024: - Room Vine Attack: System overhaul to a dynamic Room Vine Attack with random room targeting, improved organization, and updated event management, enabling more varied and challenging boss encounters. - Tentacle Spawning: Added tentacle spawning as part of boss attacks, introduced a tentacle prefab, and enabled custom spawn points and scaling (including the BoatAttackTest scene) for flexible tuning. - Proximity-Triggered Boss Attacks: Implemented player proximity detection so boss attacks occur only when the player is within range, improving responsiveness and reducing unnecessary computations. - Room Vine Attack: Multi-Room Support and Spawn Point Refactor: Enabled per-room spawn points, switched to Transform-based spawn points, and supported concurrent attack coroutines for more complex multi-room sequences. Major bugs fixed: - Attack Hitbox Visibility and Indicator Fix: Corrected hitbox position/scale, disabled an unnecessary collider, and refined attack indicators to ensure accurate feedback and visuals. Overall impact and accomplishments: - Significantly enhanced boss AI behavior and attack variety, leading to a more engaging and challenging player experience. - Improved maintainability and configurability through Transform-based spawn points and per-room attack orchestration, enabling easier level tuning and future expansions. - Strengthened testing and reliability with multi-room attack flows and clearer visual cues for attack states. Technologies/skills demonstrated: - Unity/C# scripting for AI behavior, event management, and proximity sensing. - Coroutine-based attack sequencing and multi-room orchestration. - Prefab-driven architecture, Transform-based spawn point configuration, and scene integration (BoatAttackTest). - Debugging and UI feedback improvements for consistent player-facing indicators.

Activity

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Quality Metrics

Correctness81.6%
Maintainability82.2%
Architecture73.8%
Performance76.2%
AI Usage20.4%

Skills & Technologies

Programming Languages

C#C++UnityUnity AnimationUnity AssetUnity MetaUnity PrefabUnity SceneUnity Scene DataUnity Shader

Technical Skills

3D Animation3D Graphics3D Math3D ModelingAPI BindingsAchievement SystemAnimationAsset CreationAsset ManagementAudio IntegrationAudio ManagementAudio ProgrammingBoss AIBoss MechanicsBug Fixing

Repositories Contributed To

1 repo

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

Last-Voyage/Aframax

Oct 2024 Jul 2025
9 Months active

Languages Used

C#UnityUnity AnimationUnity PrefabUnity YAMLUnityScriptUnity AssetUnity Scene

Technical Skills

Boss AIBoss MechanicsC#C# ScriptingGame DevelopmentPerformance Optimization

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