EXCEEDS logo
Exceeds
Camber Boles

PROFILE

Camber Boles

Camber Brown developed foundational gameplay systems for the gmuGADIG/DEADSHOT repository, focusing on scalable enemy AI and item mechanics using GDScript and the Godot Engine. Over two months, Camber implemented a dynamic, state-based enemy AI system with proximity-driven behaviors and modular architecture, leveraging state machines and enums to support future expansion. The work included a patrol and pathfinding framework, as well as a new item system featuring tonic healing and configurable enemy drop rates. Code organization was enhanced through region blocks and object-oriented design, resulting in maintainable, extensible systems that streamline future development of enemy behaviors and item-driven gameplay.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

9Total
Bugs
0
Commits
9
Features
3
Lines of code
392
Activity Months2

Work History

October 2025

6 Commits • 2 Features

Oct 1, 2025

2025-10 Monthly Summary for gmuGADIG/DEADSHOT focused on delivering foundational gameplay systems with a focus on maintainability and extensibility. Key features delivered include a modular enemy system with basic AI and a new item framework with tonic healing and drop mechanics. These changes establish a scalable base for future AI enhancements and item-driven gameplay, improving player engagement and enabling quicker iteration on enemy behaviors and loot.

September 2025

3 Commits • 1 Features

Sep 1, 2025

Month: 2025-09 | Repository: gmuGADIG/DEADSHOT Key feature delivered: - Dynamic Enemy AI system with state-based behavior and patrol/path handling. Implemented state machine scaffolding for benign, scouting, and tracking modes driven by player proximity. Added enums for enemy type, aggro status, and state change logic based on radius. Included placeholder functions for different enemy states and code regions plus a patrol path array to support future movement variations. Commit trace (representative changes this month): - 937ce8a13196c17ce36775a017d33c166cf765c2: Added enums for enemy type, aggro status, and state change logic based on radius - bc2b71546c3bc7fc742352386af09fcb1b0335ff: Added placeholder functions for different enemy states - ff24f14594ae5193b3675b09e8c6f90fec915d45: Added code regions and patrol path array Bugs fixed: - No major bugs fixed this month. Focus was on feature delivery and AI scaffolding that lays groundwork for future bug fixes and expansions. Overall impact and accomplishments: - Established a scalable AI foundation that enables dynamic, proximity-driven enemy behavior, enhancing gameplay engagement and future content variation. The scaffolding reduces future rework and accelerates iteration for movement/tactics variations. Technologies/skills demonstrated: - State machines and proximity-based triggers, enum-driven state management, code organization with regions, and path/patrol data structures. Demonstrated emphasis on maintainability, extensibility, and traceability of AI-related changes.

Activity

Loading activity data...

Quality Metrics

Correctness84.4%
Maintainability84.4%
Architecture84.4%
Performance77.8%
AI Usage20.0%

Skills & Technologies

Programming Languages

GDScript

Technical Skills

3D Game DevelopmentAI BehaviorAI ProgrammingCode OrganizationEnemy AIGame DevelopmentGodot EngineItem Dropping SystemItem SystemsObject-Oriented ProgrammingPathfindingPlayer Health SystemScene ManagementState Machines

Repositories Contributed To

1 repo

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

gmuGADIG/DEADSHOT

Sep 2025 Oct 2025
2 Months active

Languages Used

GDScript

Technical Skills

AI BehaviorAI ProgrammingGame DevelopmentPathfindingState Machines3D Game Development

Generated by Exceeds AIThis report is designed for sharing and indexing