
During May 2025, Fretter G. developed core gameplay systems for the N-Call/FPS-Prototype repository, focusing on player movement and combat mechanics. He overhauled locomotion by implementing sprinting, sliding, wall-running, and wall-jumping, tuning input and 3D camera control for immediate responsiveness. Using C# and Unity, he refactored movement scripts to improve stability and future extensibility. Fretter also introduced an ammunition system with partial magazine handling, ammo crates, and synchronized UI updates, enhancing resource management and combat pacing. His work addressed input timing issues and streamlined code, establishing a robust foundation for further player-centric features and efficient quality assurance cycles.

May 2025 performance summary for N-Call/FPS-Prototype: Delivered pivotal gameplay and system improvements that directly enhance player experience, engagement, and competitive readiness. Implemented a comprehensive locomotion overhaul with new capabilities and tuned input/camera for a more responsive and intuitive control loop. Introduced an ammunition system with partial mags, ammo crates, and synchronized UI, improving resource management and combat pacing. Fixed critical input timing and sprint-related bugs, and streamlined movement code for stability and easier future iteration. Updated core scripts and scenes to support these features, reducing regressions and enabling faster QA and iteration cycles. These changes establish a solid foundation for expanded combat mechanics and player-centric tuning.
May 2025 performance summary for N-Call/FPS-Prototype: Delivered pivotal gameplay and system improvements that directly enhance player experience, engagement, and competitive readiness. Implemented a comprehensive locomotion overhaul with new capabilities and tuned input/camera for a more responsive and intuitive control loop. Introduced an ammunition system with partial mags, ammo crates, and synchronized UI, improving resource management and combat pacing. Fixed critical input timing and sprint-related bugs, and streamlined movement code for stability and easier future iteration. Updated core scripts and scenes to support these features, reducing regressions and enabling faster QA and iteration cycles. These changes establish a solid foundation for expanded combat mechanics and player-centric tuning.
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