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CrawlOdds

PROFILE

Crawlodds

Over six months, this developer enhanced the crawl/crawl codebase by delivering nineteen features and resolving eleven bugs, focusing on gameplay realism, AI behavior, and user experience. Using C++ and Python, they improved combat feedback, spell targeting, and map rendering, while enforcing habitat rules for monsters and refining skill training systems. Their work included robust algorithm design for pathfinding and targeting, as well as UI clarity improvements such as penalty displays and immediate visual feedback for mapping. The developer’s pragmatic approach emphasized maintainability and stability, resulting in a more consistent, responsive, and balanced gameplay environment for both players and maintainers.

Overall Statistics

Feature vs Bugs

63%Features

Repository Contributions

39Total
Bugs
11
Commits
39
Features
19
Lines of code
1,256
Activity Months6

Your Network

58 people

Work History

March 2026

7 Commits • 5 Features

Mar 1, 2026

March 2026 monthly summary for crawl/crawl focusing on delivering user-visible features, stabilizing gameplay, and strengthening feedback loops. Key improvements include portal mapping enhancement with immediate visual feedback when Ashenzari reveals portals, consistent skill gain feedback during item cursing, and expanded combat flow with autofight through bushes. Stability gains include preventing revival of dying monsters to avoid crashes and addressing bolt of flesh edge cases. Item usage logic around HP thresholds was refined to align with documented behavior, and Noxious Bog safety was improved through a friendly-fire warning.

February 2026

1 Commits

Feb 1, 2026

February 2026 — crawl/crawl: Implemented Habitability Rules Enforcement for Monster Types to ensure environmental interactions respect monster habitats. Specifically, prevented summoning trees in locations inhabited by monsters that cannot inhabit them, addressing a long-standing edge case and improving gameplay realism. The change is captured in commit 41e4ec47ade7bd9e3aa483662ec679b0c70de5ae. This work aligns with design goals, reduces surprising behavior during exploration and combat, and contributes to longer-term stability.

January 2026

6 Commits • 1 Features

Jan 1, 2026

January 2026 monthly summary for crawl/crawl focusing on robustness, UX, and training efficiency. Delivered key fixes to terrain-change handling, improved ranged attack messaging, and added flexible talisman training targets. These changes reduce edge-case bugs, stabilize visuals and shop interactions, prevent crashes in self-aimed beam scenarios, and accelerate player progression through more efficient talisman skill training.

December 2025

11 Commits • 6 Features

Dec 1, 2025

Month: 2025-12. This monthly summary highlights key features delivered, major bug fixes, overall impact, and technologies demonstrated for crawl/crawl. The updates focus on improving combat feedback, targeting accuracy, UI fidelity, and maintainability, delivering tangible business value through a more responsive player experience, clearer visuals, and better balancing telemetry.

November 2025

6 Commits • 3 Features

Nov 1, 2025

November 2025 focused on strengthening gameplay fidelity, AI decision-making, spell usability, and security in crawl/crawl. Delivered several targeted features, fixed critical bugs, and improved user experience across wizard and standard play modes. Key improvements include:

October 2025

8 Commits • 4 Features

Oct 1, 2025

Monthly summary for 2025-10 (crawl/crawl) Key features delivered: - Flux penalty display improvement: Added a field showing HP penalty multipliers in flux preview to clarify how HP penalties scale with skills. - Ignite Poison usability enhancement: Allow igniting poisoned allies and added a function to assess risks to enemies, enabling smarter spell use. - Vehumet gift weighting updated to use average skill across relevant schools for better balance; includes cleanup/rename of related functions. - Monster pathfinding improvement: Respect traverse_doors flag to reduce unrealistic movements and de-duplicate logic. Major bugs fixed: - Pet ally targeting validation bug: validate pet_target for allies; ensure allies engage valid foes, improving consistency. - Contamination fade log: show a log when contamination fully fades for accurate feedback. - Curse offering restricted by piety: prevent offering Ash curses while ostracised from full piety. - Plasma beam: add a check for targets to prevent casting when no targetable monsters exist, avoiding wasted turns. Overall impact and accomplishments: - The month delivered targeted gameplay improvements across AI behavior, balance, and UX. These changes reduce wasted turns, improve consistency of ally behavior, and provide clearer feedback to players, enabling better decision-making and smoother gameplay. Technologies/skills demonstrated: - Gameplay AI tuning (pathfinding, targeting risk assessment) - UI/UX clarity for penalties and status feedback - Balancing through weighting of spells and gifts - Refactoring pragmatism and clear commit messages for maintainability

Activity

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Quality Metrics

Correctness94.4%
Maintainability84.6%
Architecture84.6%
Performance86.2%
AI Usage20.0%

Skills & Technologies

Programming Languages

C++PythonYAML

Technical Skills

C++C++ programmingPython scriptingalgorithm designalgorithm optimizationbug fixingdata logginggame developmentmap renderingsoftware architecturesoftware engineering

Repositories Contributed To

1 repo

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

crawl/crawl

Oct 2025 Mar 2026
6 Months active

Languages Used

C++PythonYAML

Technical Skills

C++C++ programmingPython scriptingalgorithm designalgorithm optimizationgame development