

January 2026 (Month: 2026-01) - Key features delivered and stability improvements for PurdueSIGGD/SIGGD-GAME-2025. Implemented surface-based climbing entry to replace the old method, with a dedicated new input path (InputHand) and a private EnterClimbMode. Climb mode now triggers by clicking climbable surfaces; attack/item input is disabled while climbing or facing a climbable surface to prevent unintended actions and improve UX. Major bug fix: ground detection robustness enhanced via slope validation using raycasts and surface-normal checks; prefab-level adjustments to stabilize the ground-check logic and prevent standing on steep surfaces. These changes contribute to a more consistent, responsive, and safer climbing experience across levels.
January 2026 (Month: 2026-01) - Key features delivered and stability improvements for PurdueSIGGD/SIGGD-GAME-2025. Implemented surface-based climbing entry to replace the old method, with a dedicated new input path (InputHand) and a private EnterClimbMode. Climb mode now triggers by clicking climbable surfaces; attack/item input is disabled while climbing or facing a climbable surface to prevent unintended actions and improve UX. Major bug fix: ground detection robustness enhanced via slope validation using raycasts and surface-normal checks; prefab-level adjustments to stabilize the ground-check logic and prevent standing on steep surfaces. These changes contribute to a more consistent, responsive, and safer climbing experience across levels.
December 2025: Delivered core player interaction updates to improve realism, feedback, and balance tuning. Implemented a configurable fall damage system and a climbing hands alignment fix, along with debugging hooks to support QA and balancing. These changes lay the groundwork for gameplay balance, performance tuning, and visual fidelity improvements.
December 2025: Delivered core player interaction updates to improve realism, feedback, and balance tuning. Implemented a configurable fall damage system and a climbing hands alignment fix, along with debugging hooks to support QA and balancing. These changes lay the groundwork for gameplay balance, performance tuning, and visual fidelity improvements.
November 2025 monthly summary for PurdueSIGGD/SIGGD-GAME-2025 focusing on delivering two core features to enhance traversal and interaction, coupled with targeted bug fixes and solid engineering practices. Business value realized includes smoother player movement, more engaging climbing interactions, and a scalable prefab-based approach for motion and input handling.
November 2025 monthly summary for PurdueSIGGD/SIGGD-GAME-2025 focusing on delivering two core features to enhance traversal and interaction, coupled with targeted bug fixes and solid engineering practices. Business value realized includes smoother player movement, more engaging climbing interactions, and a scalable prefab-based approach for motion and input handling.
Concise monthly summary for Oct 2025 focusing on feature delivery and technical accomplishments in PurdueSIGGD/SIGGD-GAME-2025. Emphasis on immersive player experience, reliable climbing mechanics, and robust input/state handling.
Concise monthly summary for Oct 2025 focusing on feature delivery and technical accomplishments in PurdueSIGGD/SIGGD-GAME-2025. Emphasis on immersive player experience, reliable climbing mechanics, and robust input/state handling.
Month: 2025-09 — Delivered a robust Player Input System for PurdueSIGGD/SIGGD-GAME-2025, introducing a PlayerInput script and InputSystem_Actions to capture movement, looking, attacking, interacting, crouching, jumping, and sprinting with mappings shared between gameplay and UI. This foundational work improves input responsiveness, consistency, and accessibility, and establishes a scalable architecture for future control features. No major bugs were reported this month; focus was on delivering a clean, maintainable input framework using Unity's Input System and C#.
Month: 2025-09 — Delivered a robust Player Input System for PurdueSIGGD/SIGGD-GAME-2025, introducing a PlayerInput script and InputSystem_Actions to capture movement, looking, attacking, interacting, crouching, jumping, and sprinting with mappings shared between gameplay and UI. This foundational work improves input responsiveness, consistency, and accessibility, and establishes a scalable architecture for future control features. No major bugs were reported this month; focus was on delivering a clean, maintainable input framework using Unity's Input System and C#.
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