
Worked on the procrastination-simulator repository to refactor and extend the core Logic class, focusing on robust game logic for time progression and deterministic seed management. Leveraged JavaScript and object-oriented programming to centralize control of day and time states, implement seamless day transitions with rollover tasks, and introduce CRUD operations for in-game tasks. Added a time speed multiplier to enable flexible gameplay pacing and addressed instability in seed generation, ensuring consistent game states across sessions. Emphasized state management and disciplined version control to create a scalable foundation, supporting future feature development and facilitating reliable, data-driven balancing for immersive game experiences.
February 2025 focuses on strengthening core game logic to support reliable time pacing and deterministic seeds, enabling immersive gameplay and faster iteration. Key work delivered: a major refactor and extension of the Logic class to manage day/time, seed player/game state, handle day transitions with rollover tasks, apply attribute changes, and provide CRUD for tasks; added a time speed multiplier to adjust progression pace. This lays a stable foundation for future features and data-driven balancing. Major bugs fixed: resolved seedGame instability that caused inconsistent seeds and day-state during transitions, resulting in deterministic seeds across sessions and easier testing. Overall impact: robust, scalable core logic that improves gameplay pacing, determinism, and expandability, reducing risk for new features and boosting developer productivity. Technologies/skills demonstrated: refactoring, state management for time/day, seed generation, CRUD support, time-speed controls, and disciplined version control.
February 2025 focuses on strengthening core game logic to support reliable time pacing and deterministic seeds, enabling immersive gameplay and faster iteration. Key work delivered: a major refactor and extension of the Logic class to manage day/time, seed player/game state, handle day transitions with rollover tasks, apply attribute changes, and provide CRUD for tasks; added a time speed multiplier to adjust progression pace. This lays a stable foundation for future features and data-driven balancing. Major bugs fixed: resolved seedGame instability that caused inconsistent seeds and day-state during transitions, resulting in deterministic seeds across sessions and easier testing. Overall impact: robust, scalable core logic that improves gameplay pacing, determinism, and expandability, reducing risk for new features and boosting developer productivity. Technologies/skills demonstrated: refactoring, state management for time/day, seed generation, CRUD support, time-speed controls, and disciplined version control.

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