
Over two months, Kim-giseok developed and refined core gameplay systems for the ForgottenAbyss repository, focusing on a data-driven skill system, UI integration, and combat mechanics. Using C#, Unity, and JSON serialization, Kim-giseok architected a modular skill editor, implemented responsive UI feedback, and expanded combat depth with features like archery, memory skills, and weapon-specific behaviors. The work included extensive bug fixing, code refactoring, and asset management to ensure stability and maintainability. Kim-giseok also introduced an outline rendering system and improved inventory, equipment, and shop flows, resulting in a more robust, maintainable codebase and smoother player experience across gameplay and UI.

May 2025 highlights for Kim-giseok/ForgottenAbyss: Implemented a robust Outline System delivering player, monster, and memory-skill outlines with integration fixes to ensure consistent visual feedback and quickslot compatibility. Expanded player feedback and readability through Memory Fragments, new sprites, damage display integration, and one-time use logic. Launched new in-game Shop items and Mud boss icon with localization tweaks, plus comprehensive UI and asset housekeeping to stabilize UI across title, in-game, and death sequences. Major stability and quality improvements included UI death UI separation, input restrictions in loading screens, tooltips and font polish, and extensive bug fixes across combat, movement, and animation, enabling smoother gameplay and faster iteration. These changes were supported by structured asset organization, sound wiring, and per-weapon dash settings groundwork, reflecting a strong focus on business value through clearer progression cues, UX polish, and reduced bug-induced churn.
May 2025 highlights for Kim-giseok/ForgottenAbyss: Implemented a robust Outline System delivering player, monster, and memory-skill outlines with integration fixes to ensure consistent visual feedback and quickslot compatibility. Expanded player feedback and readability through Memory Fragments, new sprites, damage display integration, and one-time use logic. Launched new in-game Shop items and Mud boss icon with localization tweaks, plus comprehensive UI and asset housekeeping to stabilize UI across title, in-game, and death sequences. Major stability and quality improvements included UI death UI separation, input restrictions in loading screens, tooltips and font polish, and extensive bug fixes across combat, movement, and animation, enabling smoother gameplay and faster iteration. These changes were supported by structured asset organization, sound wiring, and per-weapon dash settings groundwork, reflecting a strong focus on business value through clearer progression cues, UX polish, and reduced bug-induced churn.
In April 2025, the ForgottenAbyss Skill System was delivered as a data-driven core with editor integration and JSON data wiring, enabling rapid iteration of skills. UI integration connected skill data to in-game UI and introduced the Remember Skill feature; damage feedback was added by showing damage numbers on monster hits. A major Skill System Refactor improved data flow and DOTween-based dash, complemented by post-merge stabilization and extensive bug fixes. New combat depth was achieved with archery skills, near-range hit detection, weapon-attack linkage, and groundwork for ranged attacks, while scene transitions, UI/audio polish, and equipment/loot/system refactors established a solid base for future gameplay and live-ops.
In April 2025, the ForgottenAbyss Skill System was delivered as a data-driven core with editor integration and JSON data wiring, enabling rapid iteration of skills. UI integration connected skill data to in-game UI and introduced the Remember Skill feature; damage feedback was added by showing damage numbers on monster hits. A major Skill System Refactor improved data flow and DOTween-based dash, complemented by post-merge stabilization and extensive bug fixes. New combat depth was achieved with archery skills, near-range hit detection, weapon-attack linkage, and groundwork for ranged attacks, while scene transitions, UI/audio polish, and equipment/loot/system refactors established a solid base for future gameplay and live-ops.
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